@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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@@ -1,188 +0,0 @@
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- import {
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- Matrix4,
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- Vector2
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- } from 'three';
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-
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- /**
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- * TODO
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- */
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-
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- const SAOShader = {
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- defines: {
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- 'NUM_SAMPLES': 7,
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- 'NUM_RINGS': 4,
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- 'NORMAL_TEXTURE': 0,
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- 'DIFFUSE_TEXTURE': 0,
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- 'DEPTH_PACKING': 1,
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- 'PERSPECTIVE_CAMERA': 1
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- },
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- uniforms: {
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-
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- 'tDepth': { value: null },
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- 'tDiffuse': { value: null },
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- 'tNormal': { value: null },
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- 'size': { value: new Vector2( 512, 512 ) },
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-
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- 'cameraNear': { value: 1 },
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- 'cameraFar': { value: 100 },
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- 'cameraProjectionMatrix': { value: new Matrix4() },
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- 'cameraInverseProjectionMatrix': { value: new Matrix4() },
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-
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- 'scale': { value: 1.0 },
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- 'intensity': { value: 0.1 },
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- 'bias': { value: 0.5 },
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-
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- 'minResolution': { value: 0.0 },
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- 'kernelRadius': { value: 100.0 },
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- 'randomSeed': { value: 0.0 }
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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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- 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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- fragmentShader: /* glsl */`
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-
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- #include <common>
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-
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- varying vec2 vUv;
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-
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- #if DIFFUSE_TEXTURE == 1
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- uniform sampler2D tDiffuse;
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- #endif
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-
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- uniform sampler2D tDepth;
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-
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- #if NORMAL_TEXTURE == 1
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- uniform sampler2D tNormal;
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- #endif
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-
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- uniform float cameraNear;
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- uniform float cameraFar;
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- uniform mat4 cameraProjectionMatrix;
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- uniform mat4 cameraInverseProjectionMatrix;
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-
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- uniform float scale;
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- uniform float intensity;
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- uniform float bias;
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- uniform float kernelRadius;
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- uniform float minResolution;
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- uniform vec2 size;
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- uniform float randomSeed;
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-
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- // RGBA depth
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-
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- #include <packing>
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-
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- vec4 getDefaultColor( const in vec2 screenPosition ) {
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- #if DIFFUSE_TEXTURE == 1
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- return texture2D( tDiffuse, vUv );
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- #else
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- return vec4( 1.0 );
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- #endif
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- }
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-
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- float getDepth( const in vec2 screenPosition ) {
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- #if DEPTH_PACKING == 1
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- return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
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- #else
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- return texture2D( tDepth, screenPosition ).x;
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- #endif
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- }
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-
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- float getViewZ( const in float depth ) {
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- #if PERSPECTIVE_CAMERA == 1
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- return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
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- #else
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- return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
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- #endif
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- }
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-
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- vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
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- float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
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- vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
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- clipPosition *= clipW; // unprojection.
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-
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- return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
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- }
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-
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- vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {
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- #if NORMAL_TEXTURE == 1
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- return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
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- #else
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- return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );
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- #endif
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- }
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-
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- float scaleDividedByCameraFar;
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- float minResolutionMultipliedByCameraFar;
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-
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- float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
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- vec3 viewDelta = sampleViewPosition - centerViewPosition;
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- float viewDistance = length( viewDelta );
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- float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
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-
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- return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );
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- }
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-
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- // moving costly divides into consts
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- const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
134
- const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
135
-
136
- float getAmbientOcclusion( const in vec3 centerViewPosition ) {
137
- // precompute some variables require in getOcclusion.
138
- scaleDividedByCameraFar = scale / cameraFar;
139
- minResolutionMultipliedByCameraFar = minResolution * cameraFar;
140
- vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );
141
-
142
- // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
143
- float angle = rand( vUv + randomSeed ) * PI2;
144
- vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;
145
- vec2 radiusStep = radius;
146
-
147
- float occlusionSum = 0.0;
148
- float weightSum = 0.0;
149
-
150
- for( int i = 0; i < NUM_SAMPLES; i ++ ) {
151
- vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
152
- radius += radiusStep;
153
- angle += ANGLE_STEP;
154
-
155
- float sampleDepth = getDepth( sampleUv );
156
- if( sampleDepth >= ( 1.0 - EPSILON ) ) {
157
- continue;
158
- }
159
-
160
- float sampleViewZ = getViewZ( sampleDepth );
161
- vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
162
- occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
163
- weightSum += 1.0;
164
- }
165
-
166
- if( weightSum == 0.0 ) discard;
167
-
168
- return occlusionSum * ( intensity / weightSum );
169
- }
170
-
171
- void main() {
172
- float centerDepth = getDepth( vUv );
173
- if( centerDepth >= ( 1.0 - EPSILON ) ) {
174
- discard;
175
- }
176
-
177
- float centerViewZ = getViewZ( centerDepth );
178
- vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );
179
-
180
- float ambientOcclusion = getAmbientOcclusion( viewPosition );
181
-
182
- gl_FragColor = getDefaultColor( vUv );
183
- gl_FragColor.xyz *= 1.0 - ambientOcclusion;
184
- }`
185
-
186
- };
187
-
188
- export { SAOShader };
@@ -1,460 +0,0 @@
1
- import {
2
- Vector2
3
- } from 'three';
4
-
5
- /**
6
- * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
7
- * Preset: SMAA 1x Medium (with color edge detection)
8
- * https://github.com/iryoku/smaa/releases/tag/v2.8
9
- */
10
-
11
- const SMAAEdgesShader = {
12
-
13
- defines: {
14
-
15
- 'SMAA_THRESHOLD': '0.1'
16
-
17
- },
18
-
19
- uniforms: {
20
-
21
- 'tDiffuse': { value: null },
22
- 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
23
-
24
- },
25
-
26
- vertexShader: /* glsl */`
27
-
28
- uniform vec2 resolution;
29
-
30
- varying vec2 vUv;
31
- varying vec4 vOffset[ 3 ];
32
-
33
- void SMAAEdgeDetectionVS( vec2 texcoord ) {
34
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
35
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
36
- vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
37
- }
38
-
39
- void main() {
40
-
41
- vUv = uv;
42
-
43
- SMAAEdgeDetectionVS( vUv );
44
-
45
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
46
-
47
- }`,
48
-
49
- fragmentShader: /* glsl */`
50
-
51
- uniform sampler2D tDiffuse;
52
-
53
- varying vec2 vUv;
54
- varying vec4 vOffset[ 3 ];
55
-
56
- vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
57
- vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
58
-
59
- // Calculate color deltas:
60
- vec4 delta;
61
- vec3 C = texture2D( colorTex, texcoord ).rgb;
62
-
63
- vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
64
- vec3 t = abs( C - Cleft );
65
- delta.x = max( max( t.r, t.g ), t.b );
66
-
67
- vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
68
- t = abs( C - Ctop );
69
- delta.y = max( max( t.r, t.g ), t.b );
70
-
71
- // We do the usual threshold:
72
- vec2 edges = step( threshold, delta.xy );
73
-
74
- // Then discard if there is no edge:
75
- if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
76
- discard;
77
-
78
- // Calculate right and bottom deltas:
79
- vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
80
- t = abs( C - Cright );
81
- delta.z = max( max( t.r, t.g ), t.b );
82
-
83
- vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
84
- t = abs( C - Cbottom );
85
- delta.w = max( max( t.r, t.g ), t.b );
86
-
87
- // Calculate the maximum delta in the direct neighborhood:
88
- float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
89
-
90
- // Calculate left-left and top-top deltas:
91
- vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
92
- t = abs( C - Cleftleft );
93
- delta.z = max( max( t.r, t.g ), t.b );
94
-
95
- vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
96
- t = abs( C - Ctoptop );
97
- delta.w = max( max( t.r, t.g ), t.b );
98
-
99
- // Calculate the final maximum delta:
100
- maxDelta = max( max( maxDelta, delta.z ), delta.w );
101
-
102
- // Local contrast adaptation in action:
103
- edges.xy *= step( 0.5 * maxDelta, delta.xy );
104
-
105
- return vec4( edges, 0.0, 0.0 );
106
- }
107
-
108
- void main() {
109
-
110
- gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
111
-
112
- }`
113
-
114
- };
115
-
116
- const SMAAWeightsShader = {
117
-
118
- defines: {
119
-
120
- 'SMAA_MAX_SEARCH_STEPS': '8',
121
- 'SMAA_AREATEX_MAX_DISTANCE': '16',
122
- 'SMAA_AREATEX_PIXEL_SIZE': '( 1.0 / vec2( 160.0, 560.0 ) )',
123
- 'SMAA_AREATEX_SUBTEX_SIZE': '( 1.0 / 7.0 )'
124
-
125
- },
126
-
127
- uniforms: {
128
-
129
- 'tDiffuse': { value: null },
130
- 'tArea': { value: null },
131
- 'tSearch': { value: null },
132
- 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
133
-
134
- },
135
-
136
- vertexShader: /* glsl */`
137
-
138
- uniform vec2 resolution;
139
-
140
- varying vec2 vUv;
141
- varying vec4 vOffset[ 3 ];
142
- varying vec2 vPixcoord;
143
-
144
- void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
145
- vPixcoord = texcoord / resolution;
146
-
147
- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
148
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components
149
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components
150
-
151
- // And these for the searches, they indicate the ends of the loops:
152
- vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
153
-
154
- }
155
-
156
- void main() {
157
-
158
- vUv = uv;
159
-
160
- SMAABlendingWeightCalculationVS( vUv );
161
-
162
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
163
-
164
- }`,
165
-
166
- fragmentShader: /* glsl */`
167
-
168
- #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
169
-
170
- uniform sampler2D tDiffuse;
171
- uniform sampler2D tArea;
172
- uniform sampler2D tSearch;
173
- uniform vec2 resolution;
174
-
175
- varying vec2 vUv;
176
- varying vec4 vOffset[3];
177
- varying vec2 vPixcoord;
178
-
179
- #if __VERSION__ == 100
180
- vec2 round( vec2 x ) {
181
- return sign( x ) * floor( abs( x ) + 0.5 );
182
- }
183
- #endif
184
-
185
- float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
186
- // Not required if searchTex accesses are set to point:
187
- // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
188
- // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
189
- // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
190
- e.r = bias + e.r * scale;
191
- return 255.0 * texture2D( searchTex, e, 0.0 ).r;
192
- }
193
-
194
- float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
195
- /**
196
- * @PSEUDO_GATHER4
197
- * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
198
- * sample between edge, thus fetching four edges in a row.
199
- * Sampling with different offsets in each direction allows to disambiguate
200
- * which edges are active from the four fetched ones.
201
- */
202
- vec2 e = vec2( 0.0, 1.0 );
203
-
204
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
205
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
206
- texcoord -= vec2( 2.0, 0.0 ) * resolution;
207
- if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
208
- }
209
-
210
- // We correct the previous (-0.25, -0.125) offset we applied:
211
- texcoord.x += 0.25 * resolution.x;
212
-
213
- // The searches are bias by 1, so adjust the coords accordingly:
214
- texcoord.x += resolution.x;
215
-
216
- // Disambiguate the length added by the last step:
217
- texcoord.x += 2.0 * resolution.x; // Undo last step
218
- texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
219
-
220
- return texcoord.x;
221
- }
222
-
223
- float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
224
- vec2 e = vec2( 0.0, 1.0 );
225
-
226
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
227
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
228
- texcoord += vec2( 2.0, 0.0 ) * resolution;
229
- if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
230
- }
231
-
232
- texcoord.x -= 0.25 * resolution.x;
233
- texcoord.x -= resolution.x;
234
- texcoord.x -= 2.0 * resolution.x;
235
- texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
236
-
237
- return texcoord.x;
238
- }
239
-
240
- float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
241
- vec2 e = vec2( 1.0, 0.0 );
242
-
243
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
244
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
245
- texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
246
- if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
247
- }
248
-
249
- texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
250
- texcoord.y -= resolution.y; // WebGL port note: Changed sign
251
- texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
252
- texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
253
-
254
- return texcoord.y;
255
- }
256
-
257
- float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
258
- vec2 e = vec2( 1.0, 0.0 );
259
-
260
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
261
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
262
- texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
263
- if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
264
- }
265
-
266
- texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
267
- texcoord.y += resolution.y; // WebGL port note: Changed sign
268
- texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
269
- texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
270
-
271
- return texcoord.y;
272
- }
273
-
274
- vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
275
- // Rounding prevents precision errors of bilinear filtering:
276
- vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
277
-
278
- // We do a scale and bias for mapping to texel space:
279
- texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
280
-
281
- // Move to proper place, according to the subpixel offset:
282
- texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
283
-
284
- return texture2D( areaTex, texcoord, 0.0 ).rg;
285
- }
286
-
287
- vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
288
- vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
289
-
290
- vec2 e = texture2D( edgesTex, texcoord ).rg;
291
-
292
- if ( e.g > 0.0 ) { // Edge at north
293
- vec2 d;
294
-
295
- // Find the distance to the left:
296
- vec2 coords;
297
- coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
298
- coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
299
- d.x = coords.x;
300
-
301
- // Now fetch the left crossing edges, two at a time using bilinear
302
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
303
- // discern what value each edge has:
304
- float e1 = texture2D( edgesTex, coords, 0.0 ).r;
305
-
306
- // Find the distance to the right:
307
- coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
308
- d.y = coords.x;
309
-
310
- // We want the distances to be in pixel units (doing this here allow to
311
- // better interleave arithmetic and memory accesses):
312
- d = d / resolution.x - pixcoord.x;
313
-
314
- // SMAAArea below needs a sqrt, as the areas texture is compressed
315
- // quadratically:
316
- vec2 sqrt_d = sqrt( abs( d ) );
317
-
318
- // Fetch the right crossing edges:
319
- coords.y -= 1.0 * resolution.y; // WebGL port note: Added
320
- float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
321
-
322
- // Ok, we know how this pattern looks like, now it is time for getting
323
- // the actual area:
324
- weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
325
- }
326
-
327
- if ( e.r > 0.0 ) { // Edge at west
328
- vec2 d;
329
-
330
- // Find the distance to the top:
331
- vec2 coords;
332
-
333
- coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
334
- coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
335
- d.x = coords.y;
336
-
337
- // Fetch the top crossing edges:
338
- float e1 = texture2D( edgesTex, coords, 0.0 ).g;
339
-
340
- // Find the distance to the bottom:
341
- coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
342
- d.y = coords.y;
343
-
344
- // We want the distances to be in pixel units:
345
- d = d / resolution.y - pixcoord.y;
346
-
347
- // SMAAArea below needs a sqrt, as the areas texture is compressed
348
- // quadratically:
349
- vec2 sqrt_d = sqrt( abs( d ) );
350
-
351
- // Fetch the bottom crossing edges:
352
- coords.y -= 1.0 * resolution.y; // WebGL port note: Added
353
- float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
354
-
355
- // Get the area for this direction:
356
- weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
357
- }
358
-
359
- return weights;
360
- }
361
-
362
- void main() {
363
-
364
- gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
365
-
366
- }`
367
-
368
- };
369
-
370
- const SMAABlendShader = {
371
-
372
- uniforms: {
373
-
374
- 'tDiffuse': { value: null },
375
- 'tColor': { value: null },
376
- 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
377
-
378
- },
379
-
380
- vertexShader: /* glsl */`
381
-
382
- uniform vec2 resolution;
383
-
384
- varying vec2 vUv;
385
- varying vec4 vOffset[ 2 ];
386
-
387
- void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
388
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
389
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
390
- }
391
-
392
- void main() {
393
-
394
- vUv = uv;
395
-
396
- SMAANeighborhoodBlendingVS( vUv );
397
-
398
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
399
-
400
- }`,
401
-
402
- fragmentShader: /* glsl */`
403
-
404
- uniform sampler2D tDiffuse;
405
- uniform sampler2D tColor;
406
- uniform vec2 resolution;
407
-
408
- varying vec2 vUv;
409
- varying vec4 vOffset[ 2 ];
410
-
411
- vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
412
- // Fetch the blending weights for current pixel:
413
- vec4 a;
414
- a.xz = texture2D( blendTex, texcoord ).xz;
415
- a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
416
- a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
417
-
418
- // Is there any blending weight with a value greater than 0.0?
419
- if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
420
- return texture2D( colorTex, texcoord, 0.0 );
421
- } else {
422
- // Up to 4 lines can be crossing a pixel (one through each edge). We
423
- // favor blending by choosing the line with the maximum weight for each
424
- // direction:
425
- vec2 offset;
426
- offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
427
- offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
428
-
429
- // Then we go in the direction that has the maximum weight:
430
- if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
431
- offset.y = 0.0;
432
- } else {
433
- offset.x = 0.0;
434
- }
435
-
436
- // Fetch the opposite color and lerp by hand:
437
- vec4 C = texture2D( colorTex, texcoord, 0.0 );
438
- texcoord += sign( offset ) * resolution;
439
- vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
440
- float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
441
-
442
- // WebGL port note: Added gamma correction
443
- C.xyz = pow(C.xyz, vec3(2.2));
444
- Cop.xyz = pow(Cop.xyz, vec3(2.2));
445
- vec4 mixed = mix(C, Cop, s);
446
- mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
447
-
448
- return mixed;
449
- }
450
- }
451
-
452
- void main() {
453
-
454
- gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
455
-
456
- }`
457
-
458
- };
459
-
460
- export { SMAAEdgesShader, SMAAWeightsShader, SMAABlendShader };