@anov/3d 0.0.3 → 0.0.4-alpha12

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (586) hide show
  1. package/README.md +1 -144
  2. package/dist/applicationApi.d.ts +34 -0
  3. package/dist/{core/cssRenderer.js → applicationApi.js} +53 -21
  4. package/dist/environment/index.d.ts +24 -0
  5. package/dist/environment/index.js +84 -0
  6. package/dist/environment/time/index.d.ts +12 -0
  7. package/dist/environment/time/index.js +27 -0
  8. package/dist/environment/weather/type.d.ts +15 -0
  9. package/dist/environment/weather/type.js +27 -0
  10. package/dist/hooksManager.d.ts +2 -0
  11. package/dist/hooksManager.js +15 -0
  12. package/dist/index.d.ts +15 -3
  13. package/dist/index.js +38 -5
  14. package/dist/messageStatus.d.ts +49 -0
  15. package/dist/messageStatus.js +50 -0
  16. package/dist/utils/index.d.ts +11 -44
  17. package/dist/utils/index.js +29 -73
  18. package/dist/utils/messageFn.d.ts +12 -0
  19. package/dist/utils/messageFn.js +33 -0
  20. package/package.json +8 -24
  21. package/dist/commonEnu.d.ts +0 -5
  22. package/dist/commonEnu.js +0 -6
  23. package/dist/core/camera.d.ts +0 -32
  24. package/dist/core/camera.js +0 -74
  25. package/dist/core/control/transformControls.d.ts +0 -12
  26. package/dist/core/control/transformControls.js +0 -72
  27. package/dist/core/cssRenderer.d.ts +0 -17
  28. package/dist/core/global/global.d.ts +0 -27
  29. package/dist/core/global/global.js +0 -72
  30. package/dist/core/global/globalControl.d.ts +0 -17
  31. package/dist/core/global/globalControl.js +0 -62
  32. package/dist/core/group.d.ts +0 -53
  33. package/dist/core/group.js +0 -135
  34. package/dist/core/line.d.ts +0 -13
  35. package/dist/core/line.js +0 -83
  36. package/dist/core/mesh.d.ts +0 -49
  37. package/dist/core/mesh.js +0 -146
  38. package/dist/core/model.d.ts +0 -29
  39. package/dist/core/model.js +0 -85
  40. package/dist/core/scene.d.ts +0 -175
  41. package/dist/core/scene.js +0 -389
  42. package/dist/core/use/useScene.d.ts +0 -10
  43. package/dist/core/use/useScene.js +0 -14
  44. package/dist/core/use/useframe.d.ts +0 -6
  45. package/dist/core/use/useframe.js +0 -11
  46. package/dist/export.d.ts +0 -40
  47. package/dist/export.js +0 -36
  48. package/dist/threeCell.d.ts +0 -8
  49. package/dist/threeCell.js +0 -16
  50. package/dist/type.d.ts +0 -4
  51. package/dist/type.js +0 -1
  52. package/dist/utils/createElement.d.ts +0 -103
  53. package/dist/utils/createElement.js +0 -145
  54. package/dist/utils/createLabel.d.ts +0 -2
  55. package/dist/utils/createLabel.js +0 -4
  56. package/dist/utils/line.d.ts +0 -0
  57. package/dist/utils/line.js +0 -0
  58. package/dist/utils/move.d.ts +0 -48
  59. package/dist/utils/move.js +0 -149
  60. package/examples/fonts/LICENSE +0 -13
  61. package/examples/fonts/README.md +0 -11
  62. package/examples/fonts/droid/NOTICE +0 -190
  63. package/examples/fonts/droid/README.txt +0 -18
  64. package/examples/fonts/droid/droid_sans_bold.typeface.json +0 -1
  65. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +0 -1
  66. package/examples/fonts/droid/droid_sans_regular.typeface.json +0 -1
  67. package/examples/fonts/droid/droid_serif_bold.typeface.json +0 -1
  68. package/examples/fonts/droid/droid_serif_regular.typeface.json +0 -1
  69. package/examples/fonts/gentilis_bold.typeface.json +0 -1
  70. package/examples/fonts/gentilis_regular.typeface.json +0 -1
  71. package/examples/fonts/helvetiker_bold.typeface.json +0 -1
  72. package/examples/fonts/helvetiker_regular.typeface.json +0 -1
  73. package/examples/fonts/optimer_bold.typeface.json +0 -1
  74. package/examples/fonts/optimer_regular.typeface.json +0 -1
  75. package/examples/fonts/ttf/README.md +0 -9
  76. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  77. package/examples/jsm/animation/AnimationClipCreator.js +0 -116
  78. package/examples/jsm/animation/CCDIKSolver.js +0 -482
  79. package/examples/jsm/animation/MMDAnimationHelper.js +0 -1207
  80. package/examples/jsm/animation/MMDPhysics.js +0 -1406
  81. package/examples/jsm/cameras/CinematicCamera.js +0 -208
  82. package/examples/jsm/capabilities/WebGL.js +0 -91
  83. package/examples/jsm/capabilities/WebGPU.js +0 -53
  84. package/examples/jsm/controls/ArcballControls.js +0 -3224
  85. package/examples/jsm/controls/DragControls.js +0 -220
  86. package/examples/jsm/controls/FirstPersonControls.js +0 -325
  87. package/examples/jsm/controls/FlyControls.js +0 -300
  88. package/examples/jsm/controls/MapControls.js +0 -28
  89. package/examples/jsm/controls/OrbitControls.js +0 -1388
  90. package/examples/jsm/controls/PointerLockControls.js +0 -162
  91. package/examples/jsm/controls/TrackballControls.js +0 -828
  92. package/examples/jsm/controls/TransformControls.js +0 -1557
  93. package/examples/jsm/csm/CSM.js +0 -384
  94. package/examples/jsm/csm/CSMFrustum.js +0 -152
  95. package/examples/jsm/csm/CSMHelper.js +0 -193
  96. package/examples/jsm/csm/CSMShader.js +0 -252
  97. package/examples/jsm/curves/CurveExtras.js +0 -422
  98. package/examples/jsm/curves/NURBSCurve.js +0 -80
  99. package/examples/jsm/curves/NURBSSurface.js +0 -52
  100. package/examples/jsm/curves/NURBSUtils.js +0 -487
  101. package/examples/jsm/effects/AnaglyphEffect.js +0 -154
  102. package/examples/jsm/effects/AsciiEffect.js +0 -263
  103. package/examples/jsm/effects/OutlineEffect.js +0 -539
  104. package/examples/jsm/effects/ParallaxBarrierEffect.js +0 -119
  105. package/examples/jsm/effects/PeppersGhostEffect.js +0 -153
  106. package/examples/jsm/effects/StereoEffect.js +0 -55
  107. package/examples/jsm/environments/DebugEnvironment.js +0 -52
  108. package/examples/jsm/environments/RoomEnvironment.js +0 -148
  109. package/examples/jsm/exporters/DRACOExporter.js +0 -267
  110. package/examples/jsm/exporters/EXRExporter.js +0 -501
  111. package/examples/jsm/exporters/GLTFExporter.js +0 -3161
  112. package/examples/jsm/exporters/KTX2Exporter.js +0 -292
  113. package/examples/jsm/exporters/MMDExporter.js +0 -217
  114. package/examples/jsm/exporters/OBJExporter.js +0 -284
  115. package/examples/jsm/exporters/PLYExporter.js +0 -528
  116. package/examples/jsm/exporters/STLExporter.js +0 -199
  117. package/examples/jsm/exporters/USDZExporter.js +0 -711
  118. package/examples/jsm/geometries/BoxLineGeometry.js +0 -69
  119. package/examples/jsm/geometries/ConvexGeometry.js +0 -53
  120. package/examples/jsm/geometries/DecalGeometry.js +0 -356
  121. package/examples/jsm/geometries/ParametricGeometries.js +0 -254
  122. package/examples/jsm/geometries/ParametricGeometry.js +0 -139
  123. package/examples/jsm/geometries/RoundedBoxGeometry.js +0 -155
  124. package/examples/jsm/geometries/TeapotGeometry.js +0 -704
  125. package/examples/jsm/geometries/TextGeometry.js +0 -57
  126. package/examples/jsm/helpers/LightProbeHelper.js +0 -130
  127. package/examples/jsm/helpers/OctreeHelper.js +0 -73
  128. package/examples/jsm/helpers/PositionalAudioHelper.js +0 -109
  129. package/examples/jsm/helpers/RectAreaLightHelper.js +0 -85
  130. package/examples/jsm/helpers/VertexNormalsHelper.js +0 -96
  131. package/examples/jsm/helpers/VertexTangentsHelper.js +0 -88
  132. package/examples/jsm/helpers/ViewHelper.js +0 -333
  133. package/examples/jsm/interactive/HTMLMesh.js +0 -565
  134. package/examples/jsm/interactive/InteractiveGroup.js +0 -116
  135. package/examples/jsm/interactive/SelectionBox.js +0 -227
  136. package/examples/jsm/interactive/SelectionHelper.js +0 -104
  137. package/examples/jsm/libs/ammo.wasm.js +0 -822
  138. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  139. package/examples/jsm/libs/basis/README.md +0 -46
  140. package/examples/jsm/libs/basis/basis_transcoder.js +0 -21
  141. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  142. package/examples/jsm/libs/chevrotain.module.min.js +0 -141
  143. package/examples/jsm/libs/draco/README.md +0 -32
  144. package/examples/jsm/libs/draco/draco_decoder.js +0 -34
  145. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  146. package/examples/jsm/libs/draco/draco_encoder.js +0 -33
  147. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +0 -117
  148. package/examples/jsm/libs/draco/gltf/draco_decoder.js +0 -33
  149. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  150. package/examples/jsm/libs/draco/gltf/draco_encoder.js +0 -33
  151. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +0 -116
  152. package/examples/jsm/libs/ecsy.module.js +0 -1792
  153. package/examples/jsm/libs/fflate.module.js +0 -2474
  154. package/examples/jsm/libs/ktx-parse.module.js +0 -1
  155. package/examples/jsm/libs/lil-gui.module.min.js +0 -8
  156. package/examples/jsm/libs/lottie_canvas.module.js +0 -14844
  157. package/examples/jsm/libs/meshopt_decoder.module.js +0 -178
  158. package/examples/jsm/libs/mikktspace.module.js +0 -128
  159. package/examples/jsm/libs/mmdparser.module.js +0 -11530
  160. package/examples/jsm/libs/motion-controllers.module.js +0 -397
  161. package/examples/jsm/libs/opentype.module.js +0 -14568
  162. package/examples/jsm/libs/potpack.module.js +0 -125
  163. package/examples/jsm/libs/rhino3dm/rhino3dm.js +0 -21
  164. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +0 -16
  165. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  166. package/examples/jsm/libs/stats.module.js +0 -167
  167. package/examples/jsm/libs/tween.module.js +0 -803
  168. package/examples/jsm/libs/utif.module.js +0 -1579
  169. package/examples/jsm/libs/zstddec.module.js +0 -1
  170. package/examples/jsm/lights/IESSpotLight.js +0 -25
  171. package/examples/jsm/lights/LightProbeGenerator.js +0 -252
  172. package/examples/jsm/lights/RectAreaLightUniformsLib.js +0 -79
  173. package/examples/jsm/lines/Line2.js +0 -19
  174. package/examples/jsm/lines/LineGeometry.js +0 -79
  175. package/examples/jsm/lines/LineMaterial.js +0 -702
  176. package/examples/jsm/lines/LineSegments2.js +0 -361
  177. package/examples/jsm/lines/LineSegmentsGeometry.js +0 -241
  178. package/examples/jsm/lines/Wireframe.js +0 -56
  179. package/examples/jsm/lines/WireframeGeometry2.js +0 -24
  180. package/examples/jsm/loaders/3DMLoader.js +0 -1497
  181. package/examples/jsm/loaders/3MFLoader.js +0 -1478
  182. package/examples/jsm/loaders/AMFLoader.js +0 -521
  183. package/examples/jsm/loaders/BVHLoader.js +0 -437
  184. package/examples/jsm/loaders/ColladaLoader.js +0 -4122
  185. package/examples/jsm/loaders/DDSLoader.js +0 -274
  186. package/examples/jsm/loaders/DRACOLoader.js +0 -612
  187. package/examples/jsm/loaders/EXRLoader.js +0 -2309
  188. package/examples/jsm/loaders/FBXLoader.js +0 -4142
  189. package/examples/jsm/loaders/FontLoader.js +0 -183
  190. package/examples/jsm/loaders/GCodeLoader.js +0 -261
  191. package/examples/jsm/loaders/GLTFLoader.js +0 -4576
  192. package/examples/jsm/loaders/HDRCubeTextureLoader.js +0 -115
  193. package/examples/jsm/loaders/IESLoader.js +0 -337
  194. package/examples/jsm/loaders/KMZLoader.js +0 -130
  195. package/examples/jsm/loaders/KTX2Loader.js +0 -868
  196. package/examples/jsm/loaders/KTXLoader.js +0 -176
  197. package/examples/jsm/loaders/LDrawLoader.js +0 -2464
  198. package/examples/jsm/loaders/LUT3dlLoader.js +0 -151
  199. package/examples/jsm/loaders/LUTCubeLoader.js +0 -153
  200. package/examples/jsm/loaders/LWOLoader.js +0 -1052
  201. package/examples/jsm/loaders/LogLuvLoader.js +0 -606
  202. package/examples/jsm/loaders/LottieLoader.js +0 -77
  203. package/examples/jsm/loaders/MD2Loader.js +0 -399
  204. package/examples/jsm/loaders/MDDLoader.js +0 -102
  205. package/examples/jsm/loaders/MMDLoader.js +0 -2273
  206. package/examples/jsm/loaders/MTLLoader.js +0 -567
  207. package/examples/jsm/loaders/MaterialXLoader.js +0 -734
  208. package/examples/jsm/loaders/NRRDLoader.js +0 -699
  209. package/examples/jsm/loaders/OBJLoader.js +0 -905
  210. package/examples/jsm/loaders/PCDLoader.js +0 -467
  211. package/examples/jsm/loaders/PDBLoader.js +0 -232
  212. package/examples/jsm/loaders/PLYLoader.js +0 -771
  213. package/examples/jsm/loaders/PVRLoader.js +0 -251
  214. package/examples/jsm/loaders/RGBELoader.js +0 -468
  215. package/examples/jsm/loaders/RGBMLoader.js +0 -1065
  216. package/examples/jsm/loaders/STLLoader.js +0 -403
  217. package/examples/jsm/loaders/SVGLoader.js +0 -3172
  218. package/examples/jsm/loaders/TDSLoader.js +0 -1124
  219. package/examples/jsm/loaders/TGALoader.js +0 -517
  220. package/examples/jsm/loaders/TIFFLoader.js +0 -36
  221. package/examples/jsm/loaders/TTFLoader.js +0 -214
  222. package/examples/jsm/loaders/TiltLoader.js +0 -520
  223. package/examples/jsm/loaders/USDZLoader.js +0 -633
  224. package/examples/jsm/loaders/VOXLoader.js +0 -311
  225. package/examples/jsm/loaders/VRMLLoader.js +0 -3533
  226. package/examples/jsm/loaders/VTKLoader.js +0 -1163
  227. package/examples/jsm/loaders/XYZLoader.js +0 -106
  228. package/examples/jsm/loaders/lwo/IFFParser.js +0 -1218
  229. package/examples/jsm/loaders/lwo/LWO2Parser.js +0 -414
  230. package/examples/jsm/loaders/lwo/LWO3Parser.js +0 -373
  231. package/examples/jsm/materials/MeshGouraudMaterial.js +0 -420
  232. package/examples/jsm/math/Capsule.js +0 -137
  233. package/examples/jsm/math/ColorConverter.js +0 -36
  234. package/examples/jsm/math/ConvexHull.js +0 -1271
  235. package/examples/jsm/math/ImprovedNoise.js +0 -71
  236. package/examples/jsm/math/Lut.js +0 -204
  237. package/examples/jsm/math/MeshSurfaceSampler.js +0 -250
  238. package/examples/jsm/math/OBB.js +0 -423
  239. package/examples/jsm/math/Octree.js +0 -462
  240. package/examples/jsm/math/SimplexNoise.js +0 -444
  241. package/examples/jsm/misc/ConvexObjectBreaker.js +0 -519
  242. package/examples/jsm/misc/GPUComputationRenderer.js +0 -446
  243. package/examples/jsm/misc/Gyroscope.js +0 -66
  244. package/examples/jsm/misc/MD2Character.js +0 -276
  245. package/examples/jsm/misc/MD2CharacterComplex.js +0 -576
  246. package/examples/jsm/misc/MorphAnimMesh.js +0 -75
  247. package/examples/jsm/misc/MorphBlendMesh.js +0 -322
  248. package/examples/jsm/misc/ProgressiveLightMap.js +0 -323
  249. package/examples/jsm/misc/RollerCoaster.js +0 -566
  250. package/examples/jsm/misc/TubePainter.js +0 -205
  251. package/examples/jsm/misc/Volume.js +0 -473
  252. package/examples/jsm/misc/VolumeSlice.js +0 -229
  253. package/examples/jsm/modifiers/CurveModifier.js +0 -326
  254. package/examples/jsm/modifiers/EdgeSplitModifier.js +0 -279
  255. package/examples/jsm/modifiers/SimplifyModifier.js +0 -525
  256. package/examples/jsm/modifiers/TessellateModifier.js +0 -307
  257. package/examples/jsm/nodes/Nodes.js +0 -171
  258. package/examples/jsm/nodes/accessors/BitangentNode.js +0 -89
  259. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +0 -99
  260. package/examples/jsm/nodes/accessors/BufferNode.js +0 -30
  261. package/examples/jsm/nodes/accessors/CameraNode.js +0 -98
  262. package/examples/jsm/nodes/accessors/CubeTextureNode.js +0 -103
  263. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +0 -77
  264. package/examples/jsm/nodes/accessors/InstanceNode.js +0 -71
  265. package/examples/jsm/nodes/accessors/MaterialNode.js +0 -267
  266. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +0 -39
  267. package/examples/jsm/nodes/accessors/ModelNode.js +0 -34
  268. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +0 -29
  269. package/examples/jsm/nodes/accessors/MorphNode.js +0 -70
  270. package/examples/jsm/nodes/accessors/NormalNode.js +0 -96
  271. package/examples/jsm/nodes/accessors/Object3DNode.js +0 -150
  272. package/examples/jsm/nodes/accessors/PointUVNode.js +0 -26
  273. package/examples/jsm/nodes/accessors/PositionNode.js +0 -104
  274. package/examples/jsm/nodes/accessors/ReferenceNode.js +0 -72
  275. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +0 -35
  276. package/examples/jsm/nodes/accessors/SceneNode.js +0 -52
  277. package/examples/jsm/nodes/accessors/SkinningNode.js +0 -93
  278. package/examples/jsm/nodes/accessors/StorageBufferNode.js +0 -27
  279. package/examples/jsm/nodes/accessors/TangentNode.js +0 -103
  280. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +0 -94
  281. package/examples/jsm/nodes/accessors/TextureNode.js +0 -271
  282. package/examples/jsm/nodes/accessors/TextureSizeNode.js +0 -35
  283. package/examples/jsm/nodes/accessors/UVNode.js +0 -47
  284. package/examples/jsm/nodes/accessors/UserDataNode.js +0 -29
  285. package/examples/jsm/nodes/code/CodeNode.js +0 -78
  286. package/examples/jsm/nodes/code/ExpressionNode.js +0 -37
  287. package/examples/jsm/nodes/code/FunctionCallNode.js +0 -96
  288. package/examples/jsm/nodes/code/FunctionNode.js +0 -127
  289. package/examples/jsm/nodes/code/ScriptableNode.js +0 -488
  290. package/examples/jsm/nodes/code/ScriptableValueNode.js +0 -167
  291. package/examples/jsm/nodes/core/ArrayUniformNode.js +0 -26
  292. package/examples/jsm/nodes/core/AttributeNode.js +0 -102
  293. package/examples/jsm/nodes/core/BypassNode.js +0 -45
  294. package/examples/jsm/nodes/core/CacheNode.js +0 -46
  295. package/examples/jsm/nodes/core/ConstNode.js +0 -32
  296. package/examples/jsm/nodes/core/ContextNode.js +0 -61
  297. package/examples/jsm/nodes/core/IndexNode.js +0 -66
  298. package/examples/jsm/nodes/core/InputNode.js +0 -83
  299. package/examples/jsm/nodes/core/LightingModel.js +0 -15
  300. package/examples/jsm/nodes/core/Node.js +0 -454
  301. package/examples/jsm/nodes/core/NodeAttribute.js +0 -15
  302. package/examples/jsm/nodes/core/NodeBuilder.js +0 -1016
  303. package/examples/jsm/nodes/core/NodeCache.js +0 -26
  304. package/examples/jsm/nodes/core/NodeCode.js +0 -15
  305. package/examples/jsm/nodes/core/NodeFrame.js +0 -110
  306. package/examples/jsm/nodes/core/NodeFunction.js +0 -22
  307. package/examples/jsm/nodes/core/NodeFunctionInput.js +0 -17
  308. package/examples/jsm/nodes/core/NodeKeywords.js +0 -80
  309. package/examples/jsm/nodes/core/NodeParser.js +0 -11
  310. package/examples/jsm/nodes/core/NodeUniform.js +0 -28
  311. package/examples/jsm/nodes/core/NodeUtils.js +0 -212
  312. package/examples/jsm/nodes/core/NodeVar.js +0 -14
  313. package/examples/jsm/nodes/core/NodeVarying.js +0 -17
  314. package/examples/jsm/nodes/core/PropertyNode.js +0 -61
  315. package/examples/jsm/nodes/core/StackNode.js +0 -99
  316. package/examples/jsm/nodes/core/TempNode.js +0 -58
  317. package/examples/jsm/nodes/core/UniformNode.js +0 -61
  318. package/examples/jsm/nodes/core/VarNode.js +0 -87
  319. package/examples/jsm/nodes/core/VaryingNode.js +0 -69
  320. package/examples/jsm/nodes/core/constants.js +0 -27
  321. package/examples/jsm/nodes/display/BlendModeNode.js +0 -99
  322. package/examples/jsm/nodes/display/BumpMapNode.js +0 -77
  323. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +0 -100
  324. package/examples/jsm/nodes/display/ColorSpaceNode.js +0 -108
  325. package/examples/jsm/nodes/display/FrontFacingNode.js +0 -27
  326. package/examples/jsm/nodes/display/NormalMapNode.js +0 -106
  327. package/examples/jsm/nodes/display/PosterizeNode.js +0 -32
  328. package/examples/jsm/nodes/display/ToneMappingNode.js +0 -141
  329. package/examples/jsm/nodes/display/ViewportDepthNode.js +0 -69
  330. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +0 -34
  331. package/examples/jsm/nodes/display/ViewportNode.js +0 -115
  332. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +0 -31
  333. package/examples/jsm/nodes/display/ViewportTextureNode.js +0 -75
  334. package/examples/jsm/nodes/fog/FogExp2Node.js +0 -35
  335. package/examples/jsm/nodes/fog/FogNode.js +0 -37
  336. package/examples/jsm/nodes/fog/FogRangeNode.js +0 -34
  337. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +0 -40
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@@ -1,313 +0,0 @@
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- import {
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- Color,
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- Vector3
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- } from 'three';
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-
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- /**
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- * God-rays (crepuscular rays)
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- *
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- * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
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- * Blurs a mask generated from the depth map along radial lines emanating from the light
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- * source. The blur repeatedly applies a blur filter of increasing support but constant
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- * sample count to produce a blur filter with large support.
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- *
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- * My implementation performs 3 passes, similar to the implementation from Sousa. I found
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- * just 6 samples per pass produced acceptible results. The blur is applied three times,
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- * with decreasing filter support. The result is equivalent to a single pass with
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- * 6*6*6 = 216 samples.
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- *
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- * References:
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- *
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- * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
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- */
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-
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- const GodRaysDepthMaskShader = {
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-
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- uniforms: {
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-
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- tInput: {
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- value: null
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- }
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-
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- },
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-
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- vertexShader: /* glsl */`
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-
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- varying vec2 vUv;
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-
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- void main() {
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-
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- vUv = uv;
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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-
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- }`,
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-
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- fragmentShader: /* glsl */`
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-
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- varying vec2 vUv;
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-
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- uniform sampler2D tInput;
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-
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- void main() {
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-
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- gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );
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-
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- }`
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-
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- };
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-
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-
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- /**
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- * The god-ray generation shader.
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- *
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- * First pass:
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- *
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- * The depth map is blurred along radial lines towards the "sun". The
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- * output is written to a temporary render target (I used a 1/4 sized
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- * target).
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- *
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- * Pass two & three:
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- *
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- * The results of the previous pass are re-blurred, each time with a
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- * decreased distance between samples.
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- */
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-
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- const GodRaysGenerateShader = {
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-
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- uniforms: {
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-
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- tInput: {
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- value: null
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- },
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- fStepSize: {
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- value: 1.0
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- },
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- vSunPositionScreenSpace: {
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- value: new Vector3()
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- }
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-
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- },
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-
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- vertexShader: /* glsl */`
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-
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- varying vec2 vUv;
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-
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- void main() {
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-
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- vUv = uv;
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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-
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- }`,
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-
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- fragmentShader: /* glsl */`
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-
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- #define TAPS_PER_PASS 6.0
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-
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- varying vec2 vUv;
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-
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- uniform sampler2D tInput;
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-
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- uniform vec3 vSunPositionScreenSpace;
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- uniform float fStepSize; // filter step size
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-
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- void main() {
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-
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- // delta from current pixel to "sun" position
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-
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- vec2 delta = vSunPositionScreenSpace.xy - vUv;
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- float dist = length( delta );
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-
120
- // Step vector (uv space)
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-
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- vec2 stepv = fStepSize * delta / dist;
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-
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- // Number of iterations between pixel and sun
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-
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- float iters = dist/fStepSize;
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-
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- vec2 uv = vUv.xy;
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- float col = 0.0;
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-
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- // This breaks ANGLE in Chrome 22
132
- // - see http://code.google.com/p/chromium/issues/detail?id=153105
133
-
134
- /*
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- // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
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- // so i've just left the loop
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-
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- "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
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-
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- // Accumulate samples, making sure we dont walk past the light source.
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-
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- // The check for uv.y < 1 would not be necessary with "border" UV wrap
143
- // mode, with a black border color. I don't think this is currently
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- // exposed by three.js. As a result there might be artifacts when the
145
- // sun is to the left, right or bottom of screen as these cases are
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- // not specifically handled.
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-
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- " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
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- " uv += stepv;",
150
-
151
- "}",
152
- */
153
-
154
- // Unrolling loop manually makes it work in ANGLE
155
-
156
- float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) ); // used to fade out godrays
157
-
158
- if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
159
- uv += stepv;
160
-
161
- if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
162
- uv += stepv;
163
-
164
- if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
165
- uv += stepv;
166
-
167
- if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
168
- uv += stepv;
169
-
170
- if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
171
- uv += stepv;
172
-
173
- if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
174
- uv += stepv;
175
-
176
- // Should technically be dividing by 'iters but 'TAPS_PER_PASS' smooths out
177
- // objectionable artifacts, in particular near the sun position. The side
178
- // effect is that the result is darker than it should be around the sun, as
179
- // TAPS_PER_PASS is greater than the number of samples actually accumulated.
180
- // When the result is inverted (in the shader 'godrays_combine this produces
181
- // a slight bright spot at the position of the sun, even when it is occluded.
182
-
183
- gl_FragColor = vec4( col/TAPS_PER_PASS );
184
- gl_FragColor.a = 1.0;
185
-
186
- }`
187
-
188
- };
189
-
190
- /**
191
- * Additively applies god rays from texture tGodRays to a background (tColors).
192
- * fGodRayIntensity attenuates the god rays.
193
- */
194
-
195
- const GodRaysCombineShader = {
196
-
197
- uniforms: {
198
-
199
- tColors: {
200
- value: null
201
- },
202
-
203
- tGodRays: {
204
- value: null
205
- },
206
-
207
- fGodRayIntensity: {
208
- value: 0.69
209
- }
210
-
211
- },
212
-
213
- vertexShader: /* glsl */`
214
-
215
- varying vec2 vUv;
216
-
217
- void main() {
218
-
219
- vUv = uv;
220
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
221
-
222
- }`,
223
-
224
- fragmentShader: /* glsl */`
225
-
226
- varying vec2 vUv;
227
-
228
- uniform sampler2D tColors;
229
- uniform sampler2D tGodRays;
230
-
231
- uniform float fGodRayIntensity;
232
-
233
- void main() {
234
-
235
- // Since THREE.MeshDepthMaterial renders foreground objects white and background
236
- // objects black, the god-rays will be white streaks. Therefore value is inverted
237
- // before being combined with tColors
238
-
239
- gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );
240
- gl_FragColor.a = 1.0;
241
-
242
- }`
243
-
244
- };
245
-
246
-
247
- /**
248
- * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
249
- * cheaper/faster/simpler to implement this as a simple sun sprite.
250
- */
251
-
252
- const GodRaysFakeSunShader = {
253
-
254
- uniforms: {
255
-
256
- vSunPositionScreenSpace: {
257
- value: new Vector3()
258
- },
259
-
260
- fAspect: {
261
- value: 1.0
262
- },
263
-
264
- sunColor: {
265
- value: new Color( 0xffee00 )
266
- },
267
-
268
- bgColor: {
269
- value: new Color( 0x000000 )
270
- }
271
-
272
- },
273
-
274
- vertexShader: /* glsl */`
275
-
276
- varying vec2 vUv;
277
-
278
- void main() {
279
-
280
- vUv = uv;
281
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
282
-
283
- }`,
284
-
285
- fragmentShader: /* glsl */`
286
-
287
- varying vec2 vUv;
288
-
289
- uniform vec3 vSunPositionScreenSpace;
290
- uniform float fAspect;
291
-
292
- uniform vec3 sunColor;
293
- uniform vec3 bgColor;
294
-
295
- void main() {
296
-
297
- vec2 diff = vUv - vSunPositionScreenSpace.xy;
298
-
299
- // Correct for aspect ratio
300
-
301
- diff.x *= fAspect;
302
-
303
- float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );
304
- prop = 0.35 * pow( 1.0 - prop, 3.0 );
305
-
306
- gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;
307
- gl_FragColor.w = 1.0;
308
-
309
- }`
310
-
311
- };
312
-
313
- export { GodRaysDepthMaskShader, GodRaysGenerateShader, GodRaysCombineShader, GodRaysFakeSunShader };
@@ -1,310 +0,0 @@
1
- /**
2
- * RGB Halftone shader for three.js.
3
- * NOTE:
4
- * Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
5
- * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
6
- */
7
-
8
- const HalftoneShader = {
9
-
10
- uniforms: {
11
- 'tDiffuse': { value: null },
12
- 'shape': { value: 1 },
13
- 'radius': { value: 4 },
14
- 'rotateR': { value: Math.PI / 12 * 1 },
15
- 'rotateG': { value: Math.PI / 12 * 2 },
16
- 'rotateB': { value: Math.PI / 12 * 3 },
17
- 'scatter': { value: 0 },
18
- 'width': { value: 1 },
19
- 'height': { value: 1 },
20
- 'blending': { value: 1 },
21
- 'blendingMode': { value: 1 },
22
- 'greyscale': { value: false },
23
- 'disable': { value: false }
24
- },
25
-
26
- vertexShader: /* glsl */`
27
-
28
- varying vec2 vUV;
29
-
30
- void main() {
31
-
32
- vUV = uv;
33
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
34
-
35
- }`,
36
-
37
- fragmentShader: /* glsl */`
38
-
39
- #define SQRT2_MINUS_ONE 0.41421356
40
- #define SQRT2_HALF_MINUS_ONE 0.20710678
41
- #define PI2 6.28318531
42
- #define SHAPE_DOT 1
43
- #define SHAPE_ELLIPSE 2
44
- #define SHAPE_LINE 3
45
- #define SHAPE_SQUARE 4
46
- #define BLENDING_LINEAR 1
47
- #define BLENDING_MULTIPLY 2
48
- #define BLENDING_ADD 3
49
- #define BLENDING_LIGHTER 4
50
- #define BLENDING_DARKER 5
51
- uniform sampler2D tDiffuse;
52
- uniform float radius;
53
- uniform float rotateR;
54
- uniform float rotateG;
55
- uniform float rotateB;
56
- uniform float scatter;
57
- uniform float width;
58
- uniform float height;
59
- uniform int shape;
60
- uniform bool disable;
61
- uniform float blending;
62
- uniform int blendingMode;
63
- varying vec2 vUV;
64
- uniform bool greyscale;
65
- const int samples = 8;
66
-
67
- float blend( float a, float b, float t ) {
68
-
69
- // linear blend
70
- return a * ( 1.0 - t ) + b * t;
71
-
72
- }
73
-
74
- float hypot( float x, float y ) {
75
-
76
- // vector magnitude
77
- return sqrt( x * x + y * y );
78
-
79
- }
80
-
81
- float rand( vec2 seed ){
82
-
83
- // get pseudo-random number
84
- return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
85
-
86
- }
87
-
88
- float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
89
-
90
- // apply shape-specific transforms
91
- float dist = hypot( coord.x - p.x, coord.y - p.y );
92
- float rad = channel;
93
-
94
- if ( shape == SHAPE_DOT ) {
95
-
96
- rad = pow( abs( rad ), 1.125 ) * rad_max;
97
-
98
- } else if ( shape == SHAPE_ELLIPSE ) {
99
-
100
- rad = pow( abs( rad ), 1.125 ) * rad_max;
101
-
102
- if ( dist != 0.0 ) {
103
- float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );
104
- dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;
105
- }
106
-
107
- } else if ( shape == SHAPE_LINE ) {
108
-
109
- rad = pow( abs( rad ), 1.5) * rad_max;
110
- float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;
111
- dist = hypot( normal.x * dot_p, normal.y * dot_p );
112
-
113
- } else if ( shape == SHAPE_SQUARE ) {
114
-
115
- float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;
116
- float sin_t = abs( sin( theta ) );
117
- float cos_t = abs( cos( theta ) );
118
- rad = pow( abs( rad ), 1.4 );
119
- rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );
120
-
121
- }
122
-
123
- return rad - dist;
124
-
125
- }
126
-
127
- struct Cell {
128
-
129
- // grid sample positions
130
- vec2 normal;
131
- vec2 p1;
132
- vec2 p2;
133
- vec2 p3;
134
- vec2 p4;
135
- float samp2;
136
- float samp1;
137
- float samp3;
138
- float samp4;
139
-
140
- };
141
-
142
- vec4 getSample( vec2 point ) {
143
-
144
- // multi-sampled point
145
- vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );
146
- float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;
147
- float step = PI2 / float( samples );
148
- float dist = radius * 0.66;
149
-
150
- for ( int i = 0; i < samples; ++i ) {
151
-
152
- float r = base + step * float( i );
153
- vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );
154
- tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );
155
-
156
- }
157
-
158
- tex /= float( samples ) + 1.0;
159
- return tex;
160
-
161
- }
162
-
163
- float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
164
-
165
- // get colour for given point
166
- float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;
167
-
168
- if ( channel == 0 ) {
169
-
170
- c.samp1 = getSample( c.p1 ).r;
171
- c.samp2 = getSample( c.p2 ).r;
172
- c.samp3 = getSample( c.p3 ).r;
173
- c.samp4 = getSample( c.p4 ).r;
174
-
175
- } else if (channel == 1) {
176
-
177
- c.samp1 = getSample( c.p1 ).g;
178
- c.samp2 = getSample( c.p2 ).g;
179
- c.samp3 = getSample( c.p3 ).g;
180
- c.samp4 = getSample( c.p4 ).g;
181
-
182
- } else {
183
-
184
- c.samp1 = getSample( c.p1 ).b;
185
- c.samp3 = getSample( c.p3 ).b;
186
- c.samp2 = getSample( c.p2 ).b;
187
- c.samp4 = getSample( c.p4 ).b;
188
-
189
- }
190
-
191
- dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );
192
- dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );
193
- dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );
194
- dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );
195
- res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;
196
- res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;
197
- res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;
198
- res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;
199
- res = clamp( res, 0.0, 1.0 );
200
-
201
- return res;
202
-
203
- }
204
-
205
- Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
206
-
207
- // get containing cell
208
- Cell c;
209
-
210
- // calc grid
211
- vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );
212
- float threshold = step * 0.5;
213
- float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );
214
- float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );
215
- vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );
216
- float offset_normal = mod( hypot( offset.x, offset.y ), step );
217
- float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;
218
- float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;
219
- float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );
220
- float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;
221
- float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;
222
-
223
- // get closest corner
224
- c.normal = n;
225
- c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;
226
- c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;
227
-
228
- // scatter
229
- if ( scatter != 0.0 ) {
230
-
231
- float off_mag = scatter * threshold * 0.5;
232
- float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;
233
- c.p1.x += cos( off_angle ) * off_mag;
234
- c.p1.y += sin( off_angle ) * off_mag;
235
-
236
- }
237
-
238
- // find corners
239
- float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );
240
- float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );
241
- c.p2.x = c.p1.x - n.x * normal_step;
242
- c.p2.y = c.p1.y - n.y * normal_step;
243
- c.p3.x = c.p1.x + n.y * line_step;
244
- c.p3.y = c.p1.y - n.x * line_step;
245
- c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;
246
- c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;
247
-
248
- return c;
249
-
250
- }
251
-
252
- float blendColour( float a, float b, float t ) {
253
-
254
- // blend colours
255
- if ( blendingMode == BLENDING_LINEAR ) {
256
- return blend( a, b, 1.0 - t );
257
- } else if ( blendingMode == BLENDING_ADD ) {
258
- return blend( a, min( 1.0, a + b ), t );
259
- } else if ( blendingMode == BLENDING_MULTIPLY ) {
260
- return blend( a, max( 0.0, a * b ), t );
261
- } else if ( blendingMode == BLENDING_LIGHTER ) {
262
- return blend( a, max( a, b ), t );
263
- } else if ( blendingMode == BLENDING_DARKER ) {
264
- return blend( a, min( a, b ), t );
265
- } else {
266
- return blend( a, b, 1.0 - t );
267
- }
268
-
269
- }
270
-
271
- void main() {
272
-
273
- if ( ! disable ) {
274
-
275
- // setup
276
- vec2 p = vec2( vUV.x * width, vUV.y * height );
277
- vec2 origin = vec2( 0, 0 );
278
- float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;
279
-
280
- // get channel samples
281
- Cell cell_r = getReferenceCell( p, origin, rotateR, radius );
282
- Cell cell_g = getReferenceCell( p, origin, rotateG, radius );
283
- Cell cell_b = getReferenceCell( p, origin, rotateB, radius );
284
- float r = getDotColour( cell_r, p, 0, rotateR, aa );
285
- float g = getDotColour( cell_g, p, 1, rotateG, aa );
286
- float b = getDotColour( cell_b, p, 2, rotateB, aa );
287
-
288
- // blend with original
289
- vec4 colour = texture2D( tDiffuse, vUV );
290
- r = blendColour( r, colour.r, blending );
291
- g = blendColour( g, colour.g, blending );
292
- b = blendColour( b, colour.b, blending );
293
-
294
- if ( greyscale ) {
295
- r = g = b = (r + b + g) / 3.0;
296
- }
297
-
298
- gl_FragColor = vec4( r, g, b, 1.0 );
299
-
300
- } else {
301
-
302
- gl_FragColor = texture2D( tDiffuse, vUV );
303
-
304
- }
305
-
306
- }`
307
-
308
- };
309
-
310
- export { HalftoneShader };
@@ -1,59 +0,0 @@
1
- /**
2
- * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
3
- * - see http://www.cake23.de/traveling-wavefronts-lit-up.html
4
- *
5
- * - 9 samples per pass
6
- * - standard deviation 2.7
7
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
8
- */
9
-
10
- const HorizontalBlurShader = {
11
-
12
- name: 'HorizontalBlurShader',
13
-
14
- uniforms: {
15
-
16
- 'tDiffuse': { value: null },
17
- 'h': { value: 1.0 / 512.0 }
18
-
19
- },
20
-
21
- vertexShader: /* glsl */`
22
-
23
- varying vec2 vUv;
24
-
25
- void main() {
26
-
27
- vUv = uv;
28
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
29
-
30
- }`,
31
-
32
- fragmentShader: /* glsl */`
33
-
34
- uniform sampler2D tDiffuse;
35
- uniform float h;
36
-
37
- varying vec2 vUv;
38
-
39
- void main() {
40
-
41
- vec4 sum = vec4( 0.0 );
42
-
43
- sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
44
- sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
45
- sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
46
- sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
47
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
48
- sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
49
- sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
50
- sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
51
- sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
52
-
53
- gl_FragColor = sum;
54
-
55
- }`
56
-
57
- };
58
-
59
- export { HorizontalBlurShader };