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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+ (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.SSRrShader = 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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+
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+ Object.defineProperty(_exports, "__esModule", {
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+ value: true
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+ });
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+ _exports.SSRrShader = _exports.SSRrDepthShader = void 0;
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+ var SSRrShader = {
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+ defines: {
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+ MAX_STEP: 0,
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+ PERSPECTIVE_CAMERA: true,
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+ SPECULAR: true,
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+ FILL_HOLE: true,
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+ INFINITE_THICK: false
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+ },
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+ uniforms: {
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+ },
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+ 'tRefractive': {
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+ 'tDepth': {
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+ },
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+ },
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+ value: null
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+ },
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+ 'cameraFar': {
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+ value: null
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+ 'resolution': {
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+ },
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+ 'cameraProjectionMatrix': {
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+ },
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+ },
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+ /* glsl */
77
+ "\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}\n\n\t",
78
+ fragmentShader:
79
+ /* glsl */
80
+ "\n\t\t// precision highp float;\n\t\tprecision highp sampler2D;\n\t\tvarying vec2 vUv;\n\t\tuniform sampler2D tDepth;\n\t\tuniform sampler2D tDepthSelects;\n\t\tuniform sampler2D tNormalSelects;\n\t\tuniform sampler2D tRefractive;\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tSpecular;\n\t\tuniform float cameraRange;\n\t\tuniform vec2 resolution;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\t\tuniform float ior;\n\t\tuniform mat4 cameraProjectionMatrix;\n\t\tuniform mat4 cameraInverseProjectionMatrix;\n\t\tuniform float maxDistance;\n\t\tuniform float surfDist;\n\t\t#include <packing>\n\t\tfloat pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {\n\t\t\t//x0: point, x1: linePointA, x2: linePointB\n\t\t\t//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html\n\t\t\treturn length(cross(x0-x1,x0-x2))/length(x2-x1);\n\t\t}\n\t\tfloat pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){\n\t\t\t// https://mathworld.wolfram.com/Point-PlaneDistance.html\n\t\t\t//// https://en.wikipedia.org/wiki/Plane_(geometry)\n\t\t\t//// http://paulbourke.net/geometry/pointlineplane/\n\t\t\tfloat a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;\n\t\t\tfloat x0=point.x,y0=point.y,z0=point.z;\n\t\t\tfloat x=planePoint.x,y=planePoint.y,z=planePoint.z;\n\t\t\tfloat d=-(a*x+b*y+c*z);\n\t\t\tfloat distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);\n\t\t\treturn distance;\n\t\t}\n\t\tfloat getDepth( const in vec2 uv ) {\n\t\t\treturn texture2D( tDepth, uv ).x;\n\t\t}\n\t\tfloat getDepthSelects( const in vec2 uv ) {\n\t\t\treturn texture2D( tDepthSelects, uv ).x;\n\t\t}\n\t\tfloat getViewZ( const in float depth ) {\n\t\t\t#ifdef PERSPECTIVE_CAMERA\n\t\t\t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#else\n\t\t\t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#endif\n\t\t}\n\t\tvec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {\n\t\t\tvec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc\n\t\t\tclipPosition *= clipW; //clip\n\t\t\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view\n\t\t}\n\t\tvec3 getViewNormalSelects( const in vec2 uv ) {\n\t\t\treturn unpackRGBToNormal( texture2D( tNormalSelects, uv ).xyz );\n\t\t}\n\t\tvec2 viewPositionToXY(vec3 viewPosition){\n\t\t\tvec2 xy;\n\t\t\tvec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);\n\t\t\txy=clip.xy;//clip\n\t\t\tfloat clipW=clip.w;\n\t\t\txy/=clipW;//NDC\n\t\t\txy=(xy+1.)/2.;//uv\n\t\t\txy*=resolution;//screen\n\t\t\treturn xy;\n\t\t}\n\t\tvoid setResultColor(vec2 uv){\n\t\t\tvec4 refractColor=texture2D(tDiffuse,uv);\n\t\t\t#ifdef SPECULAR\n\t\t\t\tvec4 specularColor=texture2D(tSpecular,vUv);\n\t\t\t\tgl_FragColor.xyz=mix(refractColor.xyz,vec3(1),specularColor.r);\n\t\t\t\t// gl_FragColor.xyz=refractColor.xyz*(1.+specularColor.r*3.);\n\t\t\t#else\n\t\t\t\tgl_FragColor.xyz=refractColor.xyz;\n\t\t\t#endif\n\t\t\tgl_FragColor.a=1.;\n\n\t\t}\n\t\tvoid main(){\n\t\t\tif(ior==1.) return; // Adding this line may have better performance, but more importantly, it can avoid display errors at the very edges of the model when IOR is equal to 1.\n\n\t\t\tfloat refractive=texture2D(tRefractive,vUv).r;\n\t\t\tif(refractive<=0.) return;\n\n\t\t\t// gl_FragColor=vec4(0,0,.5,1);return;\n\t\t\tvec3 viewNormalSelects=getViewNormalSelects( vUv );\n\t\t\t// gl_FragColor=vec4(viewNormalSelects,1);return;\n\n\t\t\t// if(viewNormalSelects.x<=0.&&viewNormalSelects.y<=0.&&viewNormalSelects.z<=0.) return;\n\n\t\t\tfloat depth = getDepthSelects( vUv );\n\t\t\tfloat viewZ = getViewZ( depth );\n\t\t\t// if(-viewZ>=cameraFar) return;\n\n\t\t\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];\n\t\t\tvec3 viewPosition=getViewPosition( vUv, depth, clipW );\n\n\t\t\tvec2 d0=gl_FragCoord.xy;\n\t\t\tvec2 d1;\n\n\t\t\t#ifdef PERSPECTIVE_CAMERA\n\t\t\t\tvec3 viewIncidentDir=normalize(viewPosition);\n\t\t\t#else\n\t\t\t\tvec3 viewIncidentDir=vec3(0,0,-1);\n\t\t\t#endif\n\n\t\t\tvec3 viewRefractDir=refract(viewIncidentDir,viewNormalSelects,1./ior);\n\t\t\t// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/refract.xhtml\n\n\t\t\tvec3 d1viewPosition=viewPosition+viewRefractDir*maxDistance;\n\t\t\t#ifdef PERSPECTIVE_CAMERA\n\t\t\t\tif(d1viewPosition.z>-cameraNear){\n\t\t\t\t\t//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx\n\t\t\t\t\tfloat t=(-cameraNear-viewPosition.z)/viewRefractDir.z;\n\t\t\t\t\td1viewPosition=viewPosition+viewRefractDir*t;\n\t\t\t\t}\n\t\t\t#endif\n\t\t\td1=viewPositionToXY(d1viewPosition);\n\n\t\t\tfloat totalLen=length(d1-d0);\n\t\t\tfloat xLen=d1.x-d0.x;\n\t\t\tfloat yLen=d1.y-d0.y;\n\t\t\tfloat totalStep=max(abs(xLen),abs(yLen));\n\t\t\tfloat xSpan=xLen/totalStep;\n\t\t\tfloat ySpan=yLen/totalStep;\n\t\t\t#ifdef FILL_HOLE\n\t\t\t\tbool isRough=false;\n\t\t\t\tvec2 uvRough;\n\t\t\t#endif\n\t\t\tfor(float i=0.;i<float(MAX_STEP);i++){\n\t\t\t\tif(i>=totalStep) break;\n\t\t\t\tvec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);\n\t\t\t\tif(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;\n\t\t\t\tfloat s=length(xy-d0)/totalLen;\n\t\t\t\tvec2 uv=xy/resolution;\n\n\t\t\t\tfloat d = getDepth(uv);\n\t\t\t\tfloat vZ = getViewZ( d );\n\t\t\t\tfloat cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];\n\t\t\t\tvec3 vP=getViewPosition( uv, d, cW );\n\n\t\t\t\t#ifdef PERSPECTIVE_CAMERA\n\t\t\t\t\t// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf\n\t\t\t\t\tfloat recipVPZ=1./viewPosition.z;\n\t\t\t\t\tfloat viewRefractRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));\n\t\t\t\t\tfloat sD=surfDist*cW;\n\t\t\t\t#else\n\t\t\t\t\tfloat viewRefractRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);\n\t\t\t\t\tfloat sD=surfDist;\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef FILL_HOLE // TODO: May can improve performance by check if INFINITE_THICK too.\n\t\t\t\t\tif(viewRefractRayZ<=vZ){\n\t\t\t\t\t\tif(!isRough){\n\t\t\t\t\t\t\tuvRough=uv;\n\t\t\t\t\t\t\tisRough=true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t#endif\n\n\t\t\t\tbool hit;\n\t\t\t\t#ifdef INFINITE_THICK\n\t\t\t\t\thit=viewRefractRayZ<=vZ;\n\t\t\t\t#else\n\t\t\t\t\tif(viewRefractRayZ-sD>vZ) continue;\n\t\t\t\t\tfloat away=pointToLineDistance(vP,viewPosition,d1viewPosition);\n\t\t\t\t\thit=away<=sD;\n\t\t\t\t#endif\n\t\t\t\tif(hit){\n\t\t\t\t\tsetResultColor(uv);\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t#ifdef FILL_HOLE\n\t\t\t\tif(isRough){\n\t\t\t\t\tsetResultColor(uvRough);\n\t\t\t\t}\n\t\t\t\t// else{\n\t\t\t\t// \tgl_FragColor=texture2D(tDiffuse,vUv);//For afterward add color mix feature.\n\t\t\t\t// }\n\t\t\t#else\n\t\t\t\t// gl_FragColor=texture2D(tDiffuse,vUv);//For afterward add color mix feature.\n\t\t\t#endif\n\t\t}\n\t"
81
+ };
82
+ _exports.SSRrShader = SSRrShader;
83
+ var SSRrDepthShader = {
84
+ defines: {
85
+ 'PERSPECTIVE_CAMERA': 1
86
+ },
87
+ uniforms: {
88
+ 'tDepth': {
89
+ value: null
90
+ },
91
+ 'cameraNear': {
92
+ value: null
93
+ },
94
+ 'cameraFar': {
95
+ value: null
96
+ }
97
+ },
98
+ vertexShader:
99
+ /* glsl */
100
+ "\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}\n\n\t",
101
+ fragmentShader:
102
+ /* glsl */
103
+ "\n\n\t\tuniform sampler2D tDepth;\n\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\n\t\tvarying vec2 vUv;\n\n\t\t#include <packing>\n\n\t\tfloat getLinearDepth( const in vec2 uv ) {\n\n\t\t\t#if PERSPECTIVE_CAMERA == 1\n\n\t\t\t\tfloat fragCoordZ = texture2D( tDepth, uv ).x;\n\t\t\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n\t\t\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );\n\n\t\t\t#else\n\n\t\t\t\treturn texture2D( tDepth, uv ).x;\n\n\t\t\t#endif\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tfloat depth = getLinearDepth( vUv );\n\t\t\tfloat d = 1.0 - depth;\n\t\t\t// d=(d-.999)*1000.;\n\t\t\tgl_FragColor = vec4( vec3( d ), 1.0 );\n\n\t\t}\n\n\t"
104
+ };
105
+ _exports.SSRrDepthShader = SSRrDepthShader;
106
+ });
@@ -0,0 +1,43 @@
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.SepiaShader = 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.SepiaShader = void 0;
20
+
21
+ /**
22
+ * Sepia tone shader
23
+ * based on glfx.js sepia shader
24
+ * https://github.com/evanw/glfx.js
25
+ */
26
+ var SepiaShader = {
27
+ uniforms: {
28
+ 'tDiffuse': {
29
+ value: null
30
+ },
31
+ 'amount': {
32
+ value: 1.0
33
+ }
34
+ },
35
+ vertexShader:
36
+ /* glsl */
37
+ "\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 amount;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 color = texture2D( tDiffuse, vUv );\n\t\t\tvec3 c = color.rgb;\n\n\t\t\tcolor.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );\n\t\t\tcolor.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );\n\t\t\tcolor.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );\n\n\t\t\tgl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );\n\n\t\t}"
41
+ };
42
+ _exports.SepiaShader = SepiaShader;
43
+ });
@@ -0,0 +1,44 @@
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.SobelOperatorShader = 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.SobelOperatorShader = void 0;
20
+
21
+ /**
22
+ * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
23
+ *
24
+ * As mentioned in the video the Sobel operator expects a grayscale image as input.
25
+ *
26
+ */
27
+ var SobelOperatorShader = {
28
+ uniforms: {
29
+ 'tDiffuse': {
30
+ value: null
31
+ },
32
+ 'resolution': {
33
+ value: new _three.Vector2()
34
+ }
35
+ },
36
+ vertexShader:
37
+ /* glsl */
38
+ "\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}",
39
+ fragmentShader:
40
+ /* glsl */
41
+ "\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform vec2 resolution;\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );\n\n\t\t// kernel definition (in glsl matrices are filled in column-major order)\n\n\t\t\tconst mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 ); // x direction kernel\n\t\t\tconst mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 ); // y direction kernel\n\n\t\t// fetch the 3x3 neighbourhood of a fragment\n\n\t\t// first column\n\n\t\t\tfloat tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;\n\t\t\tfloat tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;\n\t\t\tfloat tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;\n\n\t\t// second column\n\n\t\t\tfloat tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;\n\t\t\tfloat tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;\n\t\t\tfloat tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;\n\n\t\t// third column\n\n\t\t\tfloat tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;\n\t\t\tfloat tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;\n\t\t\tfloat tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;\n\n\t\t// gradient value in x direction\n\n\t\t\tfloat valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 +\n\t\t\t\tGx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 +\n\t\t\t\tGx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2;\n\n\t\t// gradient value in y direction\n\n\t\t\tfloat valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 +\n\t\t\t\tGy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 +\n\t\t\t\tGy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2;\n\n\t\t// magnitute of the total gradient\n\n\t\t\tfloat G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );\n\n\t\t\tgl_FragColor = vec4( vec3( G ), 1 );\n\n\t\t}"
42
+ };
43
+ _exports.SobelOperatorShader = SobelOperatorShader;
44
+ });
@@ -0,0 +1,64 @@
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.SubsurfaceScatteringShader = 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.SubsurfaceScatteringShader = void 0;
20
+
21
+ /**
22
+ * ------------------------------------------------------------------------------------------
23
+ * Subsurface Scattering shader
24
+ * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
25
+ * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
26
+ *------------------------------------------------------------------------------------------
27
+ */
28
+ function replaceAll(string, find, replace) {
29
+ return string.split(find).join(replace);
30
+ }
31
+
32
+ var meshphong_frag_head = _three.ShaderChunk['meshphong_frag'].slice(0, _three.ShaderChunk['meshphong_frag'].indexOf('void main() {'));
33
+
34
+ var meshphong_frag_body = _three.ShaderChunk['meshphong_frag'].slice(_three.ShaderChunk['meshphong_frag'].indexOf('void main() {'));
35
+
36
+ var SubsurfaceScatteringShader = {
37
+ uniforms: _three.UniformsUtils.merge([_three.ShaderLib['phong'].uniforms, {
38
+ 'thicknessMap': {
39
+ value: null
40
+ },
41
+ 'thicknessColor': {
42
+ value: new _three.Color(0xffffff)
43
+ },
44
+ 'thicknessDistortion': {
45
+ value: 0.1
46
+ },
47
+ 'thicknessAmbient': {
48
+ value: 0.0
49
+ },
50
+ 'thicknessAttenuation': {
51
+ value: 0.1
52
+ },
53
+ 'thicknessPower': {
54
+ value: 2.0
55
+ },
56
+ 'thicknessScale': {
57
+ value: 10.0
58
+ }
59
+ }]),
60
+ vertexShader: ['#define USE_UV', _three.ShaderChunk['meshphong_vert']].join('\n'),
61
+ fragmentShader: ['#define USE_UV', '#define SUBSURFACE', meshphong_frag_head, 'uniform sampler2D thicknessMap;', 'uniform float thicknessPower;', 'uniform float thicknessScale;', 'uniform float thicknessDistortion;', 'uniform float thicknessAmbient;', 'uniform float thicknessAttenuation;', 'uniform vec3 thicknessColor;', 'void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {', ' vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;', ' vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));', ' float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;', ' vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;', ' reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;', '}', meshphong_frag_body.replace('#include <lights_fragment_begin>', replaceAll(_three.ShaderChunk['lights_fragment_begin'], 'RE_Direct( directLight, geometry, material, reflectedLight );', ['RE_Direct( directLight, geometry, material, reflectedLight );', '#if defined( SUBSURFACE ) && defined( USE_UV )', ' RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);', '#endif'].join('\n')))].join('\n')
62
+ };
63
+ _exports.SubsurfaceScatteringShader = SubsurfaceScatteringShader;
64
+ });
@@ -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.TechnicolorShader = 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.TechnicolorShader = void 0;
20
+
21
+ /**
22
+ * Technicolor Shader
23
+ * Simulates the look of the two-strip technicolor process popular in early 20th century films.
24
+ * More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm
25
+ * Demo here: http://charliehoey.com/technicolor_shader/shader_test.html
26
+ */
27
+ var TechnicolorShader = {
28
+ uniforms: {
29
+ 'tDiffuse': {
30
+ value: null
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 sampler2D tDiffuse;\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );\n\t\t\tvec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);\n\n\t\t\tgl_FragColor = newTex;\n\n\t\t}"
39
+ };
40
+ _exports.TechnicolorShader = TechnicolorShader;
41
+ });
@@ -0,0 +1,53 @@
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.ToneMapShader = 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.ToneMapShader = void 0;
20
+
21
+ /**
22
+ * Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
23
+ */
24
+ var ToneMapShader = {
25
+ uniforms: {
26
+ 'tDiffuse': {
27
+ value: null
28
+ },
29
+ 'averageLuminance': {
30
+ value: 1.0
31
+ },
32
+ 'luminanceMap': {
33
+ value: null
34
+ },
35
+ 'maxLuminance': {
36
+ value: 16.0
37
+ },
38
+ 'minLuminance': {
39
+ value: 0.01
40
+ },
41
+ 'middleGrey': {
42
+ value: 0.6
43
+ }
44
+ },
45
+ vertexShader:
46
+ /* glsl */
47
+ "\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}",
48
+ fragmentShader:
49
+ /* glsl */
50
+ "\n\n\t\t#include <common>\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tuniform float middleGrey;\n\t\tuniform float minLuminance;\n\t\tuniform float maxLuminance;\n\t\t#ifdef ADAPTED_LUMINANCE\n\t\t\tuniform sampler2D luminanceMap;\n\t\t#else\n\t\t\tuniform float averageLuminance;\n\t\t#endif\n\n\t\tvec3 ToneMap( vec3 vColor ) {\n\t\t\t#ifdef ADAPTED_LUMINANCE\n\t\t\t\t// Get the calculated average luminance\n\t\t\t\tfloat fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;\n\t\t\t#else\n\t\t\t\tfloat fLumAvg = averageLuminance;\n\t\t\t#endif\n\n\t\t\t// Calculate the luminance of the current pixel\n\t\t\tfloat fLumPixel = linearToRelativeLuminance( vColor );\n\n\t\t\t// Apply the modified operator (Eq. 4)\n\t\t\tfloat fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, fLumAvg );\n\n\t\t\tfloat fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);\n\t\t\treturn fLumCompressed * vColor;\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\n\t\t\tgl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );\n\n\t\t}"
51
+ };
52
+ _exports.ToneMapShader = ToneMapShader;
53
+ });
@@ -0,0 +1,148 @@
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.ToonShader = 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.ToonShaderHatching = _exports.ToonShaderDotted = _exports.ToonShader2 = _exports.ToonShader1 = void 0;
20
+
21
+ /**
22
+ * Currently contains:
23
+ *
24
+ * toon1
25
+ * toon2
26
+ * hatching
27
+ * dotted
28
+ */
29
+ var ToonShader1 = {
30
+ uniforms: {
31
+ 'uDirLightPos': {
32
+ value: new _three.Vector3()
33
+ },
34
+ 'uDirLightColor': {
35
+ value: new _three.Color(0xeeeeee)
36
+ },
37
+ 'uAmbientLightColor': {
38
+ value: new _three.Color(0x050505)
39
+ },
40
+ 'uBaseColor': {
41
+ value: new _three.Color(0xffffff)
42
+ }
43
+ },
44
+ vertexShader:
45
+ /* glsl */
46
+ "\n\n\t\tvarying vec3 vNormal;\n\t\tvarying vec3 vRefract;\n\n\t\tvoid main() {\n\n\t\t\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\t\t\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t\t\tvec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );\n\n\t\t\tvNormal = normalize( normalMatrix * normal );\n\n\t\t\tvec3 I = worldPosition.xyz - cameraPosition;\n\t\t\tvRefract = refract( normalize( I ), worldNormal, 1.02 );\n\n\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t}",
47
+ fragmentShader:
48
+ /* glsl */
49
+ "\n\n\t\tuniform vec3 uBaseColor;\n\n\t\tuniform vec3 uDirLightPos;\n\t\tuniform vec3 uDirLightColor;\n\n\t\tuniform vec3 uAmbientLightColor;\n\n\t\tvarying vec3 vNormal;\n\n\t\tvarying vec3 vRefract;\n\n\t\tvoid main() {\n\n\t\t\tfloat directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);\n\t\t\tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;\n\n\t\t\tfloat intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );\n\t\t\tintensity += length(lightWeighting) * 0.2;\n\n\t\t\tfloat cameraWeighting = dot( normalize( vNormal ), vRefract );\n\t\t\tintensity += pow( 1.0 - length( cameraWeighting ), 6.0 );\n\t\t\tintensity = intensity * 0.2 + 0.3;\n\n\t\t\tif ( intensity < 0.50 ) {\n\n\t\t\t\tgl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\tgl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );\n\n\t\t}\n\n\t\t}"
50
+ };
51
+ _exports.ToonShader1 = ToonShader1;
52
+ var ToonShader2 = {
53
+ uniforms: {
54
+ 'uDirLightPos': {
55
+ value: new _three.Vector3()
56
+ },
57
+ 'uDirLightColor': {
58
+ value: new _three.Color(0xeeeeee)
59
+ },
60
+ 'uAmbientLightColor': {
61
+ value: new _three.Color(0x050505)
62
+ },
63
+ 'uBaseColor': {
64
+ value: new _three.Color(0xeeeeee)
65
+ },
66
+ 'uLineColor1': {
67
+ value: new _three.Color(0x808080)
68
+ },
69
+ 'uLineColor2': {
70
+ value: new _three.Color(0x000000)
71
+ },
72
+ 'uLineColor3': {
73
+ value: new _three.Color(0x000000)
74
+ },
75
+ 'uLineColor4': {
76
+ value: new _three.Color(0x000000)
77
+ }
78
+ },
79
+ vertexShader:
80
+ /* glsl */
81
+ "\n\n\t\tvarying vec3 vNormal;\n\n\t\tvoid main() {\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\tvNormal = normalize( normalMatrix * normal );\n\n\t\t}",
82
+ fragmentShader:
83
+ /* glsl */
84
+ "\n\n\t\tuniform vec3 uBaseColor;\n\t\tuniform vec3 uLineColor1;\n\t\tuniform vec3 uLineColor2;\n\t\tuniform vec3 uLineColor3;\n\t\tuniform vec3 uLineColor4;\n\n\t\tuniform vec3 uDirLightPos;\n\t\tuniform vec3 uDirLightColor;\n\n\t\tuniform vec3 uAmbientLightColor;\n\n\t\tvarying vec3 vNormal;\n\n\t\tvoid main() {\n\n\t\t\tfloat camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);\n\t\t\tfloat light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);\n\n\t\t\tgl_FragColor = vec4( uBaseColor, 1.0 );\n\n\t\t\tif ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {\n\n\t\t\t\tgl_FragColor *= vec4( uLineColor1, 1.0 );\n\n\t\t\t}\n\n\t\t\tif ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {\n\n\t\t\t\tgl_FragColor *= vec4( uLineColor2, 1.0 );\n\n\t\t\t}\n\n\t\t}"
85
+ };
86
+ _exports.ToonShader2 = ToonShader2;
87
+ var ToonShaderHatching = {
88
+ uniforms: {
89
+ 'uDirLightPos': {
90
+ value: new _three.Vector3()
91
+ },
92
+ 'uDirLightColor': {
93
+ value: new _three.Color(0xeeeeee)
94
+ },
95
+ 'uAmbientLightColor': {
96
+ value: new _three.Color(0x050505)
97
+ },
98
+ 'uBaseColor': {
99
+ value: new _three.Color(0xffffff)
100
+ },
101
+ 'uLineColor1': {
102
+ value: new _three.Color(0x000000)
103
+ },
104
+ 'uLineColor2': {
105
+ value: new _three.Color(0x000000)
106
+ },
107
+ 'uLineColor3': {
108
+ value: new _three.Color(0x000000)
109
+ },
110
+ 'uLineColor4': {
111
+ value: new _three.Color(0x000000)
112
+ }
113
+ },
114
+ vertexShader:
115
+ /* glsl */
116
+ "\n\n\t\tvarying vec3 vNormal;\n\n\t\tvoid main() {\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\tvNormal = normalize( normalMatrix * normal );\n\n\t\t}",
117
+ fragmentShader:
118
+ /* glsl */
119
+ "\n\n\t\tuniform vec3 uBaseColor;\n\t\tuniform vec3 uLineColor1;\n\t\tuniform vec3 uLineColor2;\n\t\tuniform vec3 uLineColor3;\n\t\tuniform vec3 uLineColor4;\n\n\t\tuniform vec3 uDirLightPos;\n\t\tuniform vec3 uDirLightColor;\n\n\t\tuniform vec3 uAmbientLightColor;\n\n\t\tvarying vec3 vNormal;\n\n\t\tvoid main() {\n\n\t\t\tfloat directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);\n\t\t\tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;\n\n\t\t\tgl_FragColor = vec4( uBaseColor, 1.0 );\n\n\t\t\tif ( length(lightWeighting) < 1.00 ) {\n\n\t\t\t\tif ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {\n\n\t\t\t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( length(lightWeighting) < 0.75 ) {\n\n\t\t\t\tif (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {\n\n\t\t\t\t\tgl_FragColor = vec4( uLineColor2, 1.0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( length(lightWeighting) < 0.50 ) {\n\n\t\t\t\tif (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {\n\n\t\t\t\t\tgl_FragColor = vec4( uLineColor3, 1.0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( length(lightWeighting) < 0.3465 ) {\n\n\t\t\t\tif (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {\n\n\t\t\t\t\tgl_FragColor = vec4( uLineColor4, 1.0 );\n\n\t\t\t}\n\n\t\t\t}\n\n\t\t}"
120
+ };
121
+ _exports.ToonShaderHatching = ToonShaderHatching;
122
+ var ToonShaderDotted = {
123
+ uniforms: {
124
+ 'uDirLightPos': {
125
+ value: new _three.Vector3()
126
+ },
127
+ 'uDirLightColor': {
128
+ value: new _three.Color(0xeeeeee)
129
+ },
130
+ 'uAmbientLightColor': {
131
+ value: new _three.Color(0x050505)
132
+ },
133
+ 'uBaseColor': {
134
+ value: new _three.Color(0xffffff)
135
+ },
136
+ 'uLineColor1': {
137
+ value: new _three.Color(0x000000)
138
+ }
139
+ },
140
+ vertexShader:
141
+ /* glsl */
142
+ "\n\n\t\tvarying vec3 vNormal;\n\n\t\tvoid main() {\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\tvNormal = normalize( normalMatrix * normal );\n\n\t\t}",
143
+ fragmentShader:
144
+ /* glsl */
145
+ "\n\n\t\tuniform vec3 uBaseColor;\n\t\tuniform vec3 uLineColor1;\n\t\tuniform vec3 uLineColor2;\n\t\tuniform vec3 uLineColor3;\n\t\tuniform vec3 uLineColor4;\n\n\t\tuniform vec3 uDirLightPos;\n\t\tuniform vec3 uDirLightColor;\n\n\t\tuniform vec3 uAmbientLightColor;\n\n\t\tvarying vec3 vNormal;\n\n\t\tvoid main() {\n\n\t\tfloat directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);\n\t\tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;\n\n\t\tgl_FragColor = vec4( uBaseColor, 1.0 );\n\n\t\tif ( length(lightWeighting) < 1.00 ) {\n\n\t\t\t\tif ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {\n\n\t\t\t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( length(lightWeighting) < 0.50 ) {\n\n\t\t\t\tif ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {\n\n\t\t\t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}"
146
+ };
147
+ _exports.ToonShaderDotted = ToonShaderDotted;
148
+ });
@@ -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.TriangleBlurShader = 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.TriangleBlurShader = void 0;
20
+
21
+ /**
22
+ * Triangle blur shader
23
+ * based on glfx.js triangle blur shader
24
+ * https://github.com/evanw/glfx.js
25
+ *
26
+ * A basic blur filter, which convolves the image with a
27
+ * pyramid filter. The pyramid filter is separable and is applied as two
28
+ * perpendicular triangle filters.
29
+ */
30
+ var TriangleBlurShader = {
31
+ uniforms: {
32
+ 'texture': {
33
+ value: null
34
+ },
35
+ 'delta': {
36
+ value: new _three.Vector2(1, 1)
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\t#include <common>\n\n\t\t#define ITERATIONS 10.0\n\n\t\tuniform sampler2D texture;\n\t\tuniform vec2 delta;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 color = vec4( 0.0 );\n\n\t\t\tfloat total = 0.0;\n\n\t\t// randomize the lookup values to hide the fixed number of samples\n\n\t\t\tfloat offset = rand( vUv );\n\n\t\t\tfor ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {\n\n\t\t\t\tfloat percent = ( t + offset - 0.5 ) / ITERATIONS;\n\t\t\t\tfloat weight = 1.0 - abs( percent );\n\n\t\t\t\tcolor += texture2D( texture, vUv + delta * percent ) * weight;\n\t\t\t\ttotal += weight;\n\n\t\t\t}\n\n\t\t\tgl_FragColor = color / total;\n\n\t\t}"
45
+ };
46
+ _exports.TriangleBlurShader = TriangleBlurShader;
47
+ });
@@ -0,0 +1,42 @@
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.UnpackDepthRGBAShader = 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.UnpackDepthRGBAShader = void 0;
20
+
21
+ /**
22
+ * Unpack RGBA depth shader
23
+ * - show RGBA encoded depth as monochrome color
24
+ */
25
+ var UnpackDepthRGBAShader = {
26
+ uniforms: {
27
+ 'tDiffuse': {
28
+ value: null
29
+ },
30
+ 'opacity': {
31
+ value: 1.0
32
+ }
33
+ },
34
+ vertexShader:
35
+ /* glsl */
36
+ "\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}",
37
+ fragmentShader:
38
+ /* glsl */
39
+ "\n\n\t\tuniform float opacity;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\t#include <packing>\n\n\t\tvoid main() {\n\n\t\t\tfloat depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );\n\t\t\tgl_FragColor = vec4( vec3( depth ), opacity );\n\n\t\t}"
40
+ };
41
+ _exports.UnpackDepthRGBAShader = UnpackDepthRGBAShader;
42
+ });
@@ -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.VerticalBlurShader = 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.VerticalBlurShader = void 0;
20
+
21
+ /**
22
+ * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
23
+ * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
24
+ * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
25
+ *
26
+ * - 9 samples per pass
27
+ * - standard deviation 2.7
28
+ * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
29
+ */
30
+ var VerticalBlurShader = {
31
+ uniforms: {
32
+ 'tDiffuse': {
33
+ value: null
34
+ },
35
+ 'v': {
36
+ value: 1.0 / 512.0
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 sampler2D tDiffuse;\n\t\tuniform float v;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 sum = vec4( 0.0 );\n\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;\n\t\t\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;\n\n\t\t\tgl_FragColor = sum;\n\n\t\t}"
45
+ };
46
+ _exports.VerticalBlurShader = VerticalBlurShader;
47
+ });