opal-js_wrap-three 0.1.1 → 0.1.2
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- checksums.yaml +4 -4
- data/CHANGELOG.md +6 -0
- data/Gemfile.lock +4 -4
- data/lib/opal/js_wrap/three/version.rb +1 -1
- data/lib-opal/js_wrap/three/WebGL.js +102 -0
- data/lib-opal/js_wrap/three/animation/AnimationClipCreator.js +116 -0
- data/lib-opal/js_wrap/three/animation/CCDIKSolver.js +436 -0
- data/lib-opal/js_wrap/three/animation/MMDAnimationHelper.js +941 -0
- data/lib-opal/js_wrap/three/animation/MMDPhysics.js +1183 -0
- data/lib-opal/js_wrap/three/cameras/CinematicCamera.js +204 -0
- data/lib-opal/js_wrap/three/controls/ArcballControls.js +2649 -0
- data/lib-opal/js_wrap/three/controls/DragControls.js +234 -0
- data/lib-opal/js_wrap/three/controls/FirstPersonControls.js +301 -0
- data/lib-opal/js_wrap/three/controls/FlyControls.js +357 -0
- data/lib-opal/js_wrap/three/controls/OrbitControls.js +908 -0
- data/lib-opal/js_wrap/three/controls/PointerLockControls.js +173 -0
- data/lib-opal/js_wrap/three/controls/TrackballControls.js +666 -0
- data/lib-opal/js_wrap/three/controls/TransformControls.js +1210 -0
- data/lib-opal/js_wrap/three/controls/experimental/CameraControls.js +860 -0
- data/lib-opal/js_wrap/three/csm/CSM.js +346 -0
- data/lib-opal/js_wrap/three/csm/CSMFrustum.js +123 -0
- data/lib-opal/js_wrap/three/csm/CSMHelper.js +197 -0
- data/lib-opal/js_wrap/three/csm/CSMShader.js +29 -0
- data/lib-opal/js_wrap/three/curves/CurveExtras.js +544 -0
- data/lib-opal/js_wrap/three/curves/NURBSCurve.js +122 -0
- data/lib-opal/js_wrap/three/curves/NURBSSurface.js +78 -0
- data/lib-opal/js_wrap/three/curves/NURBSUtils.js +413 -0
- data/lib-opal/js_wrap/three/deprecated/Geometry.js +1373 -0
- data/lib-opal/js_wrap/three/effects/AnaglyphEffect.js +113 -0
- data/lib-opal/js_wrap/three/effects/AsciiEffect.js +267 -0
- data/lib-opal/js_wrap/three/effects/OutlineEffect.js +400 -0
- data/lib-opal/js_wrap/three/effects/ParallaxBarrierEffect.js +90 -0
- data/lib-opal/js_wrap/three/effects/PeppersGhostEffect.js +160 -0
- data/lib-opal/js_wrap/three/effects/StereoEffect.js +63 -0
- data/lib-opal/js_wrap/three/environments/DebugEnvironment.js +107 -0
- data/lib-opal/js_wrap/three/environments/RoomEnvironment.js +166 -0
- data/lib-opal/js_wrap/three/exporters/ColladaExporter.js +442 -0
- data/lib-opal/js_wrap/three/exporters/DRACOExporter.js +205 -0
- data/lib-opal/js_wrap/three/exporters/GLTFExporter.js +2042 -0
- data/lib-opal/js_wrap/three/exporters/MMDExporter.js +189 -0
- data/lib-opal/js_wrap/three/exporters/OBJExporter.js +241 -0
- data/lib-opal/js_wrap/three/exporters/PLYExporter.js +370 -0
- data/lib-opal/js_wrap/three/exporters/STLExporter.js +186 -0
- data/lib-opal/js_wrap/three/exporters/USDZExporter.js +402 -0
- data/lib-opal/js_wrap/three/geometries/BoxLineGeometry.js +106 -0
- data/lib-opal/js_wrap/three/geometries/ConvexGeometry.js +88 -0
- data/lib-opal/js_wrap/three/geometries/DecalGeometry.js +302 -0
- data/lib-opal/js_wrap/three/geometries/LightningStrike.js +817 -0
- data/lib-opal/js_wrap/three/geometries/ParametricGeometries.js +280 -0
- data/lib-opal/js_wrap/three/geometries/ParametricGeometry.js +146 -0
- data/lib-opal/js_wrap/three/geometries/RoundedBoxGeometry.js +183 -0
- data/lib-opal/js_wrap/three/geometries/TeapotGeometry.js +352 -0
- data/lib-opal/js_wrap/three/geometries/TextGeometry.js +76 -0
- data/lib-opal/js_wrap/three/helpers/LightProbeHelper.js +95 -0
- data/lib-opal/js_wrap/three/helpers/PositionalAudioHelper.js +138 -0
- data/lib-opal/js_wrap/three/helpers/RectAreaLightHelper.js +115 -0
- data/lib-opal/js_wrap/three/helpers/VertexNormalsHelper.js +131 -0
- data/lib-opal/js_wrap/three/helpers/VertexTangentsHelper.js +118 -0
- data/lib-opal/js_wrap/three/interactive/HTMLMesh.js +307 -0
- data/lib-opal/js_wrap/three/interactive/InteractiveGroup.js +138 -0
- data/lib-opal/js_wrap/three/interactive/SelectionBox.js +264 -0
- data/lib-opal/js_wrap/three/interactive/SelectionHelper.js +88 -0
- data/lib-opal/js_wrap/three/libs/OimoPhysics/OimoPhysics.js +46059 -0
- data/lib-opal/js_wrap/three/libs/OimoPhysics/index.js +92 -0
- data/lib-opal/js_wrap/three/libs/chevrotain.module.min.js +6947 -0
- data/lib-opal/js_wrap/three/libs/ecsy.module.js +1999 -0
- data/lib-opal/js_wrap/three/libs/fflate.module.js +3002 -0
- data/lib-opal/js_wrap/three/libs/flow.module.js +3033 -0
- data/lib-opal/js_wrap/three/libs/ktx-parse.module.js +392 -0
- data/lib-opal/js_wrap/three/libs/lil-gui.module.min.js +821 -0
- data/lib-opal/js_wrap/three/libs/meshopt_decoder.module.js +136 -0
- data/lib-opal/js_wrap/three/libs/mmdparser.module.js +11022 -0
- data/lib-opal/js_wrap/three/libs/motion-controllers.module.js +589 -0
- data/lib-opal/js_wrap/three/libs/opentype.module.min.js +6132 -0
- data/lib-opal/js_wrap/three/libs/potpack.module.js +171 -0
- data/lib-opal/js_wrap/three/libs/rhino3dm/rhino3dm.js +6781 -0
- data/lib-opal/js_wrap/three/libs/rhino3dm/rhino3dm.module.js +6783 -0
- data/lib-opal/js_wrap/three/libs/stats.module.js +139 -0
- data/lib-opal/js_wrap/three/libs/tween.module.min.js +349 -0
- data/lib-opal/js_wrap/three/lights/LightProbeGenerator.js +233 -0
- data/lib-opal/js_wrap/three/lights/RectAreaLightUniformsLib.js +75 -0
- data/lib-opal/js_wrap/three/lines/Line2.js +66 -0
- data/lib-opal/js_wrap/three/lines/LineGeometry.js +122 -0
- data/lib-opal/js_wrap/three/lines/LineMaterial.js +227 -0
- data/lib-opal/js_wrap/three/lines/LineSegments2.js +312 -0
- data/lib-opal/js_wrap/three/lines/LineSegmentsGeometry.js +238 -0
- data/lib-opal/js_wrap/three/lines/Wireframe.js +98 -0
- data/lib-opal/js_wrap/three/lines/WireframeGeometry2.js +65 -0
- data/lib-opal/js_wrap/three/loaders/3DMLoader.js +1230 -0
- data/lib-opal/js_wrap/three/loaders/3MFLoader.js +1123 -0
- data/lib-opal/js_wrap/three/loaders/AMFLoader.js +445 -0
- data/lib-opal/js_wrap/three/loaders/BVHLoader.js +365 -0
- data/lib-opal/js_wrap/three/loaders/BasisTextureLoader.js +692 -0
- data/lib-opal/js_wrap/three/loaders/ColladaLoader.js +3046 -0
- data/lib-opal/js_wrap/three/loaders/DDSLoader.js +264 -0
- data/lib-opal/js_wrap/three/loaders/DRACOLoader.js +531 -0
- data/lib-opal/js_wrap/three/loaders/EXRLoader.js +1834 -0
- data/lib-opal/js_wrap/three/loaders/FBXLoader.js +3125 -0
- data/lib-opal/js_wrap/three/loaders/FontLoader.js +201 -0
- data/lib-opal/js_wrap/three/loaders/GCodeLoader.js +248 -0
- data/lib-opal/js_wrap/three/loaders/GLTFLoader.js +3334 -0
- data/lib-opal/js_wrap/three/loaders/HDRCubeTextureLoader.js +144 -0
- data/lib-opal/js_wrap/three/loaders/IFCLoader.js +2395 -0
- data/lib-opal/js_wrap/three/loaders/KMZLoader.js +142 -0
- data/lib-opal/js_wrap/three/loaders/KTX2Loader.js +535 -0
- data/lib-opal/js_wrap/three/loaders/KTXLoader.js +202 -0
- data/lib-opal/js_wrap/three/loaders/LDrawLoader.js +1737 -0
- data/lib-opal/js_wrap/three/loaders/LUT3dlLoader.js +163 -0
- data/lib-opal/js_wrap/three/loaders/LUTCubeLoader.js +171 -0
- data/lib-opal/js_wrap/three/loaders/LWOLoader.js +831 -0
- data/lib-opal/js_wrap/three/loaders/LogLuvLoader.js +713 -0
- data/lib-opal/js_wrap/three/loaders/LottieLoader.js +103 -0
- data/lib-opal/js_wrap/three/loaders/MD2Loader.js +258 -0
- data/lib-opal/js_wrap/three/loaders/MDDLoader.js +116 -0
- data/lib-opal/js_wrap/three/loaders/MMDLoader.js +1687 -0
- data/lib-opal/js_wrap/three/loaders/MTLLoader.js +465 -0
- data/lib-opal/js_wrap/three/loaders/NRRDLoader.js +554 -0
- data/lib-opal/js_wrap/three/loaders/NodeMaterialLoader.js +248 -0
- data/lib-opal/js_wrap/three/loaders/OBJLoader.js +673 -0
- data/lib-opal/js_wrap/three/loaders/PCDLoader.js +322 -0
- data/lib-opal/js_wrap/three/loaders/PDBLoader.js +318 -0
- data/lib-opal/js_wrap/three/loaders/PLYLoader.js +489 -0
- data/lib-opal/js_wrap/three/loaders/PRWMLoader.js +247 -0
- data/lib-opal/js_wrap/three/loaders/PVRLoader.js +240 -0
- data/lib-opal/js_wrap/three/loaders/RGBELoader.js +462 -0
- data/lib-opal/js_wrap/three/loaders/RGBMLoader.js +1169 -0
- data/lib-opal/js_wrap/three/loaders/STLLoader.js +345 -0
- data/lib-opal/js_wrap/three/loaders/SVGLoader.js +2162 -0
- data/lib-opal/js_wrap/three/loaders/TDSLoader.js +982 -0
- data/lib-opal/js_wrap/three/loaders/TGALoader.js +444 -0
- data/lib-opal/js_wrap/three/loaders/TTFLoader.js +210 -0
- data/lib-opal/js_wrap/three/loaders/TiltLoader.js +391 -0
- data/lib-opal/js_wrap/three/loaders/VOXLoader.js +272 -0
- data/lib-opal/js_wrap/three/loaders/VRMLLoader.js +2685 -0
- data/lib-opal/js_wrap/three/loaders/VRMLoader.js +103 -0
- data/lib-opal/js_wrap/three/loaders/VTKLoader.js +894 -0
- data/lib-opal/js_wrap/three/loaders/XYZLoader.js +136 -0
- data/lib-opal/js_wrap/three/loaders/ifc/web-ifc-api.js +60504 -0
- data/lib-opal/js_wrap/three/loaders/lwo/IFFParser.js +931 -0
- data/lib-opal/js_wrap/three/loaders/lwo/LWO2Parser.js +450 -0
- data/lib-opal/js_wrap/three/loaders/lwo/LWO3Parser.js +406 -0
- data/lib-opal/js_wrap/three/math/Capsule.js +133 -0
- data/lib-opal/js_wrap/three/math/ColorConverter.js +104 -0
- data/lib-opal/js_wrap/three/math/ConvexHull.js +924 -0
- data/lib-opal/js_wrap/three/math/ImprovedNoise.js +86 -0
- data/lib-opal/js_wrap/three/math/Lut.js +170 -0
- data/lib-opal/js_wrap/three/math/MeshSurfaceSampler.js +187 -0
- data/lib-opal/js_wrap/three/math/OBB.js +345 -0
- data/lib-opal/js_wrap/three/math/Octree.js +409 -0
- data/lib-opal/js_wrap/three/math/SimplexNoise.js +425 -0
- data/lib-opal/js_wrap/three/misc/ConvexObjectBreaker.js +447 -0
- data/lib-opal/js_wrap/three/misc/GPUComputationRenderer.js +322 -0
- data/lib-opal/js_wrap/three/misc/Gyroscope.js +94 -0
- data/lib-opal/js_wrap/three/misc/MD2Character.js +225 -0
- data/lib-opal/js_wrap/three/misc/MD2CharacterComplex.js +424 -0
- data/lib-opal/js_wrap/three/misc/MorphAnimMesh.js +109 -0
- data/lib-opal/js_wrap/three/misc/MorphBlendMesh.js +283 -0
- data/lib-opal/js_wrap/three/misc/ProgressiveLightMap.js +324 -0
- data/lib-opal/js_wrap/three/misc/RollerCoaster.js +489 -0
- data/lib-opal/js_wrap/three/misc/TubePainter.js +158 -0
- data/lib-opal/js_wrap/three/misc/Volume.js +427 -0
- data/lib-opal/js_wrap/three/misc/VolumeSlice.js +210 -0
- data/lib-opal/js_wrap/three/modifiers/CurveModifier.js +291 -0
- data/lib-opal/js_wrap/three/modifiers/EdgeSplitModifier.js +308 -0
- data/lib-opal/js_wrap/three/modifiers/SimplifyModifier.js +435 -0
- data/lib-opal/js_wrap/three/modifiers/TessellateModifier.js +264 -0
- data/lib-opal/js_wrap/three/node-editor/NodeEditor.js +402 -0
- data/lib-opal/js_wrap/three/node-editor/accessors/NormalEditor.js +80 -0
- data/lib-opal/js_wrap/three/node-editor/accessors/PositionEditor.js +80 -0
- data/lib-opal/js_wrap/three/node-editor/accessors/UVEditor.js +71 -0
- data/lib-opal/js_wrap/three/node-editor/display/BlendEditor.js +78 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/ColorEditor.js +111 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/FloatEditor.js +69 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/SliderEditor.js +97 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/Vector2Editor.js +73 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/Vector3Editor.js +75 -0
- data/lib-opal/js_wrap/three/node-editor/inputs/Vector4Editor.js +77 -0
- data/lib-opal/js_wrap/three/node-editor/materials/StandardMaterialEditor.js +121 -0
- data/lib-opal/js_wrap/three/node-editor/math/DotEditor.js +76 -0
- data/lib-opal/js_wrap/three/node-editor/math/InvertEditor.js +80 -0
- data/lib-opal/js_wrap/three/node-editor/math/LimiterEditor.js +85 -0
- data/lib-opal/js_wrap/three/node-editor/math/NormalizeEditor.js +69 -0
- data/lib-opal/js_wrap/three/node-editor/math/OperatorEditor.js +91 -0
- data/lib-opal/js_wrap/three/node-editor/math/PowerEditor.js +73 -0
- data/lib-opal/js_wrap/three/node-editor/math/TrigonometryEditor.js +83 -0
- data/lib-opal/js_wrap/three/node-editor/procedural/CheckerEditor.js +69 -0
- data/lib-opal/js_wrap/three/node-editor/utils/OscillatorEditor.js +87 -0
- data/lib-opal/js_wrap/three/node-editor/utils/TimerEditor.js +89 -0
- data/lib-opal/js_wrap/three/nodes/Nodes.js +481 -0
- data/lib-opal/js_wrap/three/nodes/accessors/CameraNode.js +222 -0
- data/lib-opal/js_wrap/three/nodes/accessors/ColorsNode.js +99 -0
- data/lib-opal/js_wrap/three/nodes/accessors/LightNode.js +100 -0
- data/lib-opal/js_wrap/three/nodes/accessors/NormalNode.js +152 -0
- data/lib-opal/js_wrap/three/nodes/accessors/PositionNode.js +163 -0
- data/lib-opal/js_wrap/three/nodes/accessors/ReflectNode.js +161 -0
- data/lib-opal/js_wrap/three/nodes/accessors/ResolutionNode.js +99 -0
- data/lib-opal/js_wrap/three/nodes/accessors/ScreenUVNode.js +101 -0
- data/lib-opal/js_wrap/three/nodes/accessors/UVNode.js +105 -0
- data/lib-opal/js_wrap/three/nodes/core/AttributeNode.js +106 -0
- data/lib-opal/js_wrap/three/nodes/core/ConstNode.js +149 -0
- data/lib-opal/js_wrap/three/nodes/core/ExpressionNode.js +57 -0
- data/lib-opal/js_wrap/three/nodes/core/FunctionCallNode.js +138 -0
- data/lib-opal/js_wrap/three/nodes/core/FunctionNode.js +259 -0
- data/lib-opal/js_wrap/three/nodes/core/InputNode.js +124 -0
- data/lib-opal/js_wrap/three/nodes/core/Node.js +193 -0
- data/lib-opal/js_wrap/three/nodes/core/NodeBuilder.js +782 -0
- data/lib-opal/js_wrap/three/nodes/core/NodeFrame.js +69 -0
- data/lib-opal/js_wrap/three/nodes/core/NodeLib.js +56 -0
- data/lib-opal/js_wrap/three/nodes/core/NodeUniform.js +53 -0
- data/lib-opal/js_wrap/three/nodes/core/NodeUtils.js +60 -0
- data/lib-opal/js_wrap/three/nodes/core/StructNode.js +131 -0
- data/lib-opal/js_wrap/three/nodes/core/TempNode.js +160 -0
- data/lib-opal/js_wrap/three/nodes/core/VarNode.js +105 -0
- data/lib-opal/js_wrap/three/nodes/effects/BlurNode.js +160 -0
- data/lib-opal/js_wrap/three/nodes/effects/ColorAdjustmentNode.js +139 -0
- data/lib-opal/js_wrap/three/nodes/effects/LuminanceNode.js +106 -0
- data/lib-opal/js_wrap/three/nodes/inputs/BoolNode.js +95 -0
- data/lib-opal/js_wrap/three/nodes/inputs/ColorNode.js +99 -0
- data/lib-opal/js_wrap/three/nodes/inputs/CubeTextureNode.js +136 -0
- data/lib-opal/js_wrap/three/nodes/inputs/FloatNode.js +95 -0
- data/lib-opal/js_wrap/three/nodes/inputs/IntNode.js +95 -0
- data/lib-opal/js_wrap/three/nodes/inputs/Matrix3Node.js +102 -0
- data/lib-opal/js_wrap/three/nodes/inputs/Matrix4Node.js +102 -0
- data/lib-opal/js_wrap/three/nodes/inputs/PropertyNode.js +85 -0
- data/lib-opal/js_wrap/three/nodes/inputs/RTTNode.js +164 -0
- data/lib-opal/js_wrap/three/nodes/inputs/ReflectorNode.js +111 -0
- data/lib-opal/js_wrap/three/nodes/inputs/ScreenNode.js +69 -0
- data/lib-opal/js_wrap/three/nodes/inputs/TextureNode.js +140 -0
- data/lib-opal/js_wrap/three/nodes/inputs/Vector2Node.js +98 -0
- data/lib-opal/js_wrap/three/nodes/inputs/Vector3Node.js +99 -0
- data/lib-opal/js_wrap/three/nodes/inputs/Vector4Node.js +100 -0
- data/lib-opal/js_wrap/three/nodes/materials/BasicNodeMaterial.js +63 -0
- data/lib-opal/js_wrap/three/nodes/materials/MeshStandardNodeMaterial.js +63 -0
- data/lib-opal/js_wrap/three/nodes/materials/NodeMaterial.js +202 -0
- data/lib-opal/js_wrap/three/nodes/materials/PhongNodeMaterial.js +63 -0
- data/lib-opal/js_wrap/three/nodes/materials/SpriteNodeMaterial.js +63 -0
- data/lib-opal/js_wrap/three/nodes/materials/StandardNodeMaterial.js +63 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/BasicNode.js +146 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/MeshStandardNode.js +133 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/PhongNode.js +273 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/RawNode.js +101 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/SpriteNode.js +176 -0
- data/lib-opal/js_wrap/three/nodes/materials/nodes/StandardNode.js +397 -0
- data/lib-opal/js_wrap/three/nodes/math/CondNode.js +151 -0
- data/lib-opal/js_wrap/three/nodes/math/MathNode.js +266 -0
- data/lib-opal/js_wrap/three/nodes/math/OperatorNode.js +120 -0
- data/lib-opal/js_wrap/three/nodes/misc/BumpMapNode.js +139 -0
- data/lib-opal/js_wrap/three/nodes/misc/NormalMapNode.js +122 -0
- data/lib-opal/js_wrap/three/nodes/misc/TextureCubeNode.js +107 -0
- data/lib-opal/js_wrap/three/nodes/misc/TextureCubeUVNode.js +191 -0
- data/lib-opal/js_wrap/three/nodes/postprocessing/NodePass.js +117 -0
- data/lib-opal/js_wrap/three/nodes/postprocessing/NodePostProcessing.js +128 -0
- data/lib-opal/js_wrap/three/nodes/procedural/CheckerNode.js +104 -0
- data/lib-opal/js_wrap/three/nodes/procedural/Fractal3DNode.js +121 -0
- data/lib-opal/js_wrap/three/nodes/procedural/Noise2DNode.js +115 -0
- data/lib-opal/js_wrap/three/nodes/procedural/Noise3DNode.js +112 -0
- data/lib-opal/js_wrap/three/nodes/utils/BypassNode.js +115 -0
- data/lib-opal/js_wrap/three/nodes/utils/ColorSpaceNode.js +214 -0
- data/lib-opal/js_wrap/three/nodes/utils/JoinNode.js +138 -0
- data/lib-opal/js_wrap/three/nodes/utils/MaxMIPLevelNode.js +88 -0
- data/lib-opal/js_wrap/three/nodes/utils/RemapNode.js +117 -0
- data/lib-opal/js_wrap/three/nodes/utils/SpecularMIPLevelNode.js +121 -0
- data/lib-opal/js_wrap/three/nodes/utils/SubSlotNode.js +112 -0
- data/lib-opal/js_wrap/three/nodes/utils/SwitchNode.js +129 -0
- data/lib-opal/js_wrap/three/nodes/utils/TimerNode.js +126 -0
- data/lib-opal/js_wrap/three/nodes/utils/UVTransformNode.js +104 -0
- data/lib-opal/js_wrap/three/nodes/utils/VelocityNode.js +181 -0
- data/lib-opal/js_wrap/three/objects/Lensflare.js +285 -0
- data/lib-opal/js_wrap/three/objects/LightningStorm.js +238 -0
- data/lib-opal/js_wrap/three/objects/MarchingCubes.js +667 -0
- data/lib-opal/js_wrap/three/objects/Reflector.js +205 -0
- data/lib-opal/js_wrap/three/objects/ReflectorForSSRPass.js +288 -0
- data/lib-opal/js_wrap/three/objects/ReflectorRTT.js +63 -0
- data/lib-opal/js_wrap/three/objects/Refractor.js +243 -0
- data/lib-opal/js_wrap/three/objects/ShadowMesh.js +100 -0
- data/lib-opal/js_wrap/three/objects/Sky.js +107 -0
- data/lib-opal/js_wrap/three/objects/Water.js +246 -0
- data/lib-opal/js_wrap/three/objects/Water2.js +238 -0
- data/lib-opal/js_wrap/three/offscreen/jank.js +51 -0
- data/lib-opal/js_wrap/three/offscreen/offscreen.js +24 -0
- data/lib-opal/js_wrap/three/offscreen/scene.js +99 -0
- data/lib-opal/js_wrap/three/physics/AmmoPhysics.js +266 -0
- data/lib-opal/js_wrap/three/physics/OimoPhysics.js +214 -0
- data/lib-opal/js_wrap/three/postprocessing/AdaptiveToneMappingPass.js +307 -0
- data/lib-opal/js_wrap/three/postprocessing/AfterimagePass.js +116 -0
- data/lib-opal/js_wrap/three/postprocessing/BloomPass.js +132 -0
- data/lib-opal/js_wrap/three/postprocessing/BokehPass.js +143 -0
- data/lib-opal/js_wrap/three/postprocessing/ClearPass.js +85 -0
- data/lib-opal/js_wrap/three/postprocessing/CubeTexturePass.js +104 -0
- data/lib-opal/js_wrap/three/postprocessing/DotScreenPass.js +90 -0
- data/lib-opal/js_wrap/three/postprocessing/EffectComposer.js +272 -0
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(function (global, factory) {
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define(["exports", "three"], factory);
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factory(mod.exports, global.three);
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global.SSRrShader = mod.exports;
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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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vertexShader:
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/* glsl */
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"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}\n\n\t",
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fragmentShader:
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"\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"
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};
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_exports.SSRrShader = SSRrShader;
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var SSRrDepthShader = {
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defines: {
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'PERSPECTIVE_CAMERA': 1
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},
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uniforms: {
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'tDepth': {
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value: null
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},
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'cameraNear': {
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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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}
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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}\n\n\t",
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fragmentShader:
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/* glsl */
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"\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"
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};
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_exports.SSRrDepthShader = SSRrDepthShader;
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});
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global.SepiaShader = mod.exports;
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}
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_exports.SepiaShader = void 0;
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/**
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* Sepia tone shader
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* based on glfx.js sepia shader
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* https://github.com/evanw/glfx.js
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*/
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var SepiaShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'amount': {
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value: 1.0
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}
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},
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vertexShader:
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/* glsl */
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"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
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fragmentShader:
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/* glsl */
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"\n\n\t\tuniform float 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}"
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};
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_exports.SepiaShader = SepiaShader;
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});
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define(["exports", "three"], factory);
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} else if (typeof exports !== "undefined") {
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factory(exports, require("three"));
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} else {
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exports: {}
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};
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factory(mod.exports, global.three);
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global.SobelOperatorShader = mod.exports;
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}
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})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) {
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"use strict";
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Object.defineProperty(_exports, "__esModule", {
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value: true
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});
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_exports.SobelOperatorShader = void 0;
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/**
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* Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
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*
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* As mentioned in the video the Sobel operator expects a grayscale image as input.
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*
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*/
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var SobelOperatorShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'resolution': {
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value: new _three.Vector2()
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}
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},
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vertexShader:
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/* glsl */
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"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
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fragmentShader:
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/* glsl */
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"\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform 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}"
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};
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_exports.SobelOperatorShader = SobelOperatorShader;
|
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});
|
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(function (global, factory) {
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if (typeof define === "function" && define.amd) {
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define(["exports", "three"], factory);
|
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} else if (typeof exports !== "undefined") {
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factory(exports, require("three"));
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} else {
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var mod = {
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exports: {}
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};
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factory(mod.exports, global.three);
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global.SubsurfaceScatteringShader = mod.exports;
|
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}
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})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) {
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"use strict";
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Object.defineProperty(_exports, "__esModule", {
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value: true
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});
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_exports.SubsurfaceScatteringShader = void 0;
|
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/**
|
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* ------------------------------------------------------------------------------------------
|
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|
+
* Subsurface Scattering shader
|
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+
* Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
|
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|
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* https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
|
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*------------------------------------------------------------------------------------------
|
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*/
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function replaceAll(string, find, replace) {
|
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return string.split(find).join(replace);
|
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}
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var meshphong_frag_head = _three.ShaderChunk['meshphong_frag'].slice(0, _three.ShaderChunk['meshphong_frag'].indexOf('void main() {'));
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var meshphong_frag_body = _three.ShaderChunk['meshphong_frag'].slice(_three.ShaderChunk['meshphong_frag'].indexOf('void main() {'));
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var SubsurfaceScatteringShader = {
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uniforms: _three.UniformsUtils.merge([_three.ShaderLib['phong'].uniforms, {
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'thicknessMap': {
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value: null
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},
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'thicknessColor': {
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value: new _three.Color(0xffffff)
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},
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'thicknessDistortion': {
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value: 0.1
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},
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'thicknessAmbient': {
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value: 0.0
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},
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'thicknessAttenuation': {
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value: 0.1
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},
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'thicknessPower': {
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value: 2.0
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},
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'thicknessScale': {
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value: 10.0
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}
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}]),
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vertexShader: ['#define USE_UV', _three.ShaderChunk['meshphong_vert']].join('\n'),
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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')
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};
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_exports.SubsurfaceScatteringShader = SubsurfaceScatteringShader;
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});
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define(["exports"], factory);
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} else if (typeof exports !== "undefined") {
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factory(exports);
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} else {
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var mod = {
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exports: {}
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};
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factory(mod.exports);
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global.TechnicolorShader = mod.exports;
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}
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})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports) {
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"use strict";
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value: true
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});
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_exports.TechnicolorShader = void 0;
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/**
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* Technicolor Shader
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* Simulates the look of the two-strip technicolor process popular in early 20th century films.
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* More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm
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* Demo here: http://charliehoey.com/technicolor_shader/shader_test.html
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*/
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var TechnicolorShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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}
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},
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vertexShader:
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/* glsl */
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"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
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fragmentShader:
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/* glsl */
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"\n\n\t\tuniform 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}"
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};
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_exports.TechnicolorShader = TechnicolorShader;
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});
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(function (global, factory) {
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if (typeof define === "function" && define.amd) {
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define(["exports"], factory);
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} else if (typeof exports !== "undefined") {
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factory(exports);
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} else {
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var mod = {
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exports: {}
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};
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factory(mod.exports);
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global.ToneMapShader = mod.exports;
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}
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})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports) {
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"use strict";
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Object.defineProperty(_exports, "__esModule", {
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value: true
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});
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_exports.ToneMapShader = void 0;
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+
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/**
|
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* Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
|
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+
*/
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var ToneMapShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'averageLuminance': {
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value: 1.0
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},
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'luminanceMap': {
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value: null
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},
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'maxLuminance': {
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value: 16.0
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},
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'minLuminance': {
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value: 0.01
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},
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'middleGrey': {
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value: 0.6
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}
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},
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vertexShader:
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/* glsl */
|
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|
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"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
|
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+
fragmentShader:
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/* glsl */
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"\n\n\t\t#include <common>\n\n\t\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}"
|
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|
+
};
|
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_exports.ToneMapShader = ToneMapShader;
|
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+
});
|
@@ -0,0 +1,148 @@
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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.ToonShader = 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.ToonShaderHatching = _exports.ToonShaderDotted = _exports.ToonShader2 = _exports.ToonShader1 = void 0;
|
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|
+
|
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|
+
/**
|
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|
+
* Currently contains:
|
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|
+
*
|
24
|
+
* toon1
|
25
|
+
* toon2
|
26
|
+
* hatching
|
27
|
+
* dotted
|
28
|
+
*/
|
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+
var ToonShader1 = {
|
30
|
+
uniforms: {
|
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|
+
'uDirLightPos': {
|
32
|
+
value: new _three.Vector3()
|
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|
+
},
|
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|
+
'uDirLightColor': {
|
35
|
+
value: new _three.Color(0xeeeeee)
|
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+
},
|
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|
+
'uAmbientLightColor': {
|
38
|
+
value: new _three.Color(0x050505)
|
39
|
+
},
|
40
|
+
'uBaseColor': {
|
41
|
+
value: new _three.Color(0xffffff)
|
42
|
+
}
|
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|
+
},
|
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)
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},
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'uAmbientLightColor': {
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value: new _three.Color(0x050505)
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},
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'uBaseColor': {
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value: new _three.Color(0xffffff)
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},
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'uLineColor1': {
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value: new _three.Color(0x000000)
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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 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}",
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fragmentShader:
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/* glsl */
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"\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}"
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};
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_exports.ToonShaderDotted = ToonShaderDotted;
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});
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(function (global, factory) {
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if (typeof define === "function" && define.amd) {
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define(["exports", "three"], factory);
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} else if (typeof exports !== "undefined") {
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factory(exports, require("three"));
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} else {
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var mod = {
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exports: {}
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};
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factory(mod.exports, global.three);
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global.TriangleBlurShader = mod.exports;
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}
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})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) {
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"use strict";
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Object.defineProperty(_exports, "__esModule", {
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value: true
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});
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_exports.TriangleBlurShader = void 0;
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+
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/**
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* Triangle blur shader
|
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* based on glfx.js triangle blur shader
|
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* https://github.com/evanw/glfx.js
|
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*
|
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* A basic blur filter, which convolves the image with a
|
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* pyramid filter. The pyramid filter is separable and is applied as two
|
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* perpendicular triangle filters.
|
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*/
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var TriangleBlurShader = {
|
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uniforms: {
|
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'texture': {
|
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value: null
|
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},
|
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'delta': {
|
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value: new _three.Vector2(1, 1)
|
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+
}
|
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},
|
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vertexShader:
|
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+
/* glsl */
|
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|
+
"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",
|
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|
+
fragmentShader:
|
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|
+
/* glsl */
|
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+
"\n\n\t\t#include <common>\n\n\t\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}"
|
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|
+
};
|
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|
+
_exports.TriangleBlurShader = TriangleBlurShader;
|
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|
+
});
|
@@ -0,0 +1,42 @@
|
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1
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+
(function (global, factory) {
|
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+
if (typeof define === "function" && define.amd) {
|
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+
define(["exports"], factory);
|
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+
} else if (typeof exports !== "undefined") {
|
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+
factory(exports);
|
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+
} else {
|
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+
var mod = {
|
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+
exports: {}
|
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|
+
};
|
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|
+
factory(mod.exports);
|
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|
+
global.UnpackDepthRGBAShader = mod.exports;
|
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|
+
}
|
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|
+
})(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports) {
|
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+
"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.UnpackDepthRGBAShader = void 0;
|
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|
+
|
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|
+
/**
|
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|
+
* Unpack RGBA depth shader
|
23
|
+
* - show RGBA encoded depth as monochrome color
|
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|
+
*/
|
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|
+
var UnpackDepthRGBAShader = {
|
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|
+
uniforms: {
|
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|
+
'tDiffuse': {
|
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|
+
value: null
|
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+
},
|
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|
+
'opacity': {
|
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|
+
value: 1.0
|
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|
+
}
|
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|
+
},
|
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|
+
vertexShader:
|
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|
+
/* glsl */
|
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}",
|
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|
+
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 {
|
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|
+
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";
|
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|
+
|
16
|
+
Object.defineProperty(_exports, "__esModule", {
|
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|
+
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
|
+
});
|