@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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@@ -1,128 +0,0 @@
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- import {
2
- UniformsLib,
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- UniformsUtils,
4
- Matrix4
5
- } from 'three';
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-
7
- /**
8
- * Mesh Velocity Shader @bhouston
9
- */
10
-
11
- const VelocityShader = {
12
-
13
- uniforms: UniformsUtils.merge( [
14
- UniformsLib.common,
15
- UniformsLib.displacementmap,
16
- {
17
- modelMatrixPrev: { value: new Matrix4() },
18
- currentProjectionViewMatrix: { value: new Matrix4() },
19
- previousProjectionViewMatrix: { value: new Matrix4() }
20
- }
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- ] ),
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-
23
- vertexShader: /* glsl */`
24
- #define NORMAL
25
-
26
- #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
27
-
28
- varying vec3 vViewPosition;
29
-
30
- #endif
31
-
32
- #include <common>
33
- #include <packing>
34
- #include <uv_pars_vertex>
35
- #include <displacementmap_pars_vertex>
36
- #include <normal_pars_vertex>
37
- #include <morphtarget_pars_vertex>
38
- #include <skinning_pars_vertex>
39
- #include <logdepthbuf_pars_vertex>
40
- #include <clipping_planes_pars_vertex>
41
-
42
- uniform mat4 previousProjectionViewMatrix;
43
- uniform mat4 currentProjectionViewMatrix;
44
-
45
- uniform mat4 modelMatrixPrev;
46
-
47
- varying vec4 clipPositionCurrent;
48
- varying vec4 clipPositionPrevious;
49
-
50
- void main() {
51
-
52
-
53
- #include <uv_vertex>
54
-
55
- #include <beginnormal_vertex>
56
- #include <morphnormal_vertex>
57
- #include <skinbase_vertex>
58
- #include <skinnormal_vertex>
59
- #include <defaultnormal_vertex>
60
- #include <normal_vertex>
61
-
62
- #include <begin_vertex>
63
- #include <morphtarget_vertex>
64
- #include <displacementmap_vertex>
65
- #include <morphtarget_vertex>
66
- #include <skinning_vertex>
67
-
68
- #ifdef USE_SKINNING
69
-
70
- vec4 mvPosition = modelViewMatrix * skinned;
71
- clipPositionCurrent = currentProjectionViewMatrix * modelMatrix * skinned;
72
- clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * skinned;
73
-
74
- #else
75
-
76
- vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
77
- clipPositionCurrent = currentProjectionViewMatrix * modelMatrix * vec4( transformed, 1.0 );
78
- clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * vec4( transformed, 1.0 );
79
-
80
- #endif
81
-
82
- gl_Position = projectionMatrix * mvPosition;
83
-
84
- #include <logdepthbuf_vertex>
85
- #include <clipping_planes_vertex>
86
- }
87
- `,
88
- fragmentShader: /* glsl */`
89
- #define NORMAL
90
-
91
- uniform float opacity;
92
-
93
- #include <packing>
94
- #include <uv_pars_fragment>
95
- #include <map_pars_fragment>
96
- #include <alphamap_pars_fragment>
97
- #include <alphatest_pars_fragment>
98
- #include <logdepthbuf_pars_fragment>
99
- #include <clipping_planes_pars_fragment>
100
-
101
- varying vec4 clipPositionCurrent;
102
- varying vec4 clipPositionPrevious;
103
-
104
- void main() {
105
-
106
- vec4 diffuseColor = vec4( 1.0 );
107
- diffuseColor.a = opacity;
108
-
109
- #include <map_fragment>
110
- #include <alphamap_fragment>
111
- #include <alphatest_fragment>
112
-
113
- vec2 ndcPositionCurrent = clipPositionCurrent.xy/clipPositionCurrent.w;
114
- vec2 ndcPositionPrevious = clipPositionPrevious.xy/clipPositionPrevious.w;
115
- vec2 vel = ( ndcPositionCurrent - ndcPositionPrevious ) * 0.5;
116
- vel = vel * 0.5 + 0.5;
117
- vec2 v1 = packDepthToRG(vel.x);
118
- vec2 v2 = packDepthToRG(vel.y);
119
- gl_FragColor = vec4(v1.x, v1.y, v2.x, v2.y);
120
-
121
- #include <logdepthbuf_fragment>
122
-
123
- }
124
-
125
- `
126
- };
127
-
128
- export { VelocityShader };
@@ -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 VerticalBlurShader = {
11
-
12
- name: 'VerticalBlurShader',
13
-
14
- uniforms: {
15
-
16
- 'tDiffuse': { value: null },
17
- 'v': { 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 v;
36
-
37
- varying vec2 vUv;
38
-
39
- void main() {
40
-
41
- vec4 sum = vec4( 0.0 );
42
-
43
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
44
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
45
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
46
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;
47
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
48
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;
49
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
50
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
51
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
52
-
53
- gl_FragColor = sum;
54
-
55
- }`
56
-
57
- };
58
-
59
- export { VerticalBlurShader };
@@ -1,61 +0,0 @@
1
- /**
2
- * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
3
- *
4
- * - 9 samples per pass
5
- * - standard deviation 2.7
6
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
7
- * - "r" parameter control where "focused" horizontal line lies
8
- */
9
-
10
- const VerticalTiltShiftShader = {
11
-
12
- uniforms: {
13
-
14
- 'tDiffuse': { value: null },
15
- 'v': { value: 1.0 / 512.0 },
16
- 'r': { value: 0.35 }
17
-
18
- },
19
-
20
- vertexShader: /* glsl */`
21
-
22
- varying vec2 vUv;
23
-
24
- void main() {
25
-
26
- vUv = uv;
27
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
28
-
29
- }`,
30
-
31
- fragmentShader: /* glsl */`
32
-
33
- uniform sampler2D tDiffuse;
34
- uniform float v;
35
- uniform float r;
36
-
37
- varying vec2 vUv;
38
-
39
- void main() {
40
-
41
- vec4 sum = vec4( 0.0 );
42
-
43
- float vv = v * abs( r - vUv.y );
44
-
45
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;
46
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;
47
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;
48
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;
49
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
50
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;
51
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;
52
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;
53
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;
54
-
55
- gl_FragColor = sum;
56
-
57
- }`
58
-
59
- };
60
-
61
- export { VerticalTiltShiftShader };
@@ -1,51 +0,0 @@
1
- /**
2
- * Vignette shader
3
- * based on PaintEffect postprocess from ro.me
4
- * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
5
- */
6
-
7
- const VignetteShader = {
8
-
9
- name: 'VignetteShader',
10
-
11
- uniforms: {
12
-
13
- 'tDiffuse': { value: null },
14
- 'offset': { value: 1.0 },
15
- 'darkness': { value: 1.0 }
16
-
17
- },
18
-
19
- vertexShader: /* glsl */`
20
-
21
- varying vec2 vUv;
22
-
23
- void main() {
24
-
25
- vUv = uv;
26
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
27
-
28
- }`,
29
-
30
- fragmentShader: /* glsl */`
31
-
32
- uniform float offset;
33
- uniform float darkness;
34
-
35
- uniform sampler2D tDiffuse;
36
-
37
- varying vec2 vUv;
38
-
39
- void main() {
40
-
41
- // Eskil's vignette
42
-
43
- vec4 texel = texture2D( tDiffuse, vUv );
44
- vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
45
- gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
46
-
47
- }`
48
-
49
- };
50
-
51
- export { VignetteShader };
@@ -1,289 +0,0 @@
1
- import {
2
- Vector2,
3
- Vector3
4
- } from 'three';
5
-
6
- /**
7
- * Shaders to render 3D volumes using raycasting.
8
- * The applied techniques are based on similar implementations in the Visvis and Vispy projects.
9
- * This is not the only approach, therefore it's marked 1.
10
- */
11
-
12
- const VolumeRenderShader1 = {
13
-
14
- uniforms: {
15
- 'u_size': { value: new Vector3( 1, 1, 1 ) },
16
- 'u_renderstyle': { value: 0 },
17
- 'u_renderthreshold': { value: 0.5 },
18
- 'u_clim': { value: new Vector2( 1, 1 ) },
19
- 'u_data': { value: null },
20
- 'u_cmdata': { value: null }
21
- },
22
-
23
- vertexShader: /* glsl */`
24
-
25
- varying vec4 v_nearpos;
26
- varying vec4 v_farpos;
27
- varying vec3 v_position;
28
-
29
- void main() {
30
- // Prepare transforms to map to "camera view". See also:
31
- // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
32
- mat4 viewtransformf = modelViewMatrix;
33
- mat4 viewtransformi = inverse(modelViewMatrix);
34
-
35
- // Project local vertex coordinate to camera position. Then do a step
36
- // backward (in cam coords) to the near clipping plane, and project back. Do
37
- // the same for the far clipping plane. This gives us all the information we
38
- // need to calculate the ray and truncate it to the viewing cone.
39
- vec4 position4 = vec4(position, 1.0);
40
- vec4 pos_in_cam = viewtransformf * position4;
41
-
42
- // Intersection of ray and near clipping plane (z = -1 in clip coords)
43
- pos_in_cam.z = -pos_in_cam.w;
44
- v_nearpos = viewtransformi * pos_in_cam;
45
-
46
- // Intersection of ray and far clipping plane (z = +1 in clip coords)
47
- pos_in_cam.z = pos_in_cam.w;
48
- v_farpos = viewtransformi * pos_in_cam;
49
-
50
- // Set varyings and output pos
51
- v_position = position;
52
- gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;
53
- }`,
54
-
55
- fragmentShader: /* glsl */`
56
-
57
- precision highp float;
58
- precision mediump sampler3D;
59
-
60
- uniform vec3 u_size;
61
- uniform int u_renderstyle;
62
- uniform float u_renderthreshold;
63
- uniform vec2 u_clim;
64
-
65
- uniform sampler3D u_data;
66
- uniform sampler2D u_cmdata;
67
-
68
- varying vec3 v_position;
69
- varying vec4 v_nearpos;
70
- varying vec4 v_farpos;
71
-
72
- // The maximum distance through our rendering volume is sqrt(3).
73
- const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3
74
- const int REFINEMENT_STEPS = 4;
75
- const float relative_step_size = 1.0;
76
- const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);
77
- const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);
78
- const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);
79
- const float shininess = 40.0;
80
-
81
- void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
82
- void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
83
-
84
- float sample1(vec3 texcoords);
85
- vec4 apply_colormap(float val);
86
- vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);
87
-
88
-
89
- void main() {
90
- // Normalize clipping plane info
91
- vec3 farpos = v_farpos.xyz / v_farpos.w;
92
- vec3 nearpos = v_nearpos.xyz / v_nearpos.w;
93
-
94
- // Calculate unit vector pointing in the view direction through this fragment.
95
- vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);
96
-
97
- // Compute the (negative) distance to the front surface or near clipping plane.
98
- // v_position is the back face of the cuboid, so the initial distance calculated in the dot
99
- // product below is the distance from near clip plane to the back of the cuboid
100
- float distance = dot(nearpos - v_position, view_ray);
101
- distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,
102
- (u_size.x - 0.5 - v_position.x) / view_ray.x));
103
- distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,
104
- (u_size.y - 0.5 - v_position.y) / view_ray.y));
105
- distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,
106
- (u_size.z - 0.5 - v_position.z) / view_ray.z));
107
-
108
- // Now we have the starting position on the front surface
109
- vec3 front = v_position + view_ray * distance;
110
-
111
- // Decide how many steps to take
112
- int nsteps = int(-distance / relative_step_size + 0.5);
113
- if ( nsteps < 1 )
114
- discard;
115
-
116
- // Get starting location and step vector in texture coordinates
117
- vec3 step = ((v_position - front) / u_size) / float(nsteps);
118
- vec3 start_loc = front / u_size;
119
-
120
- // For testing: show the number of steps. This helps to establish
121
- // whether the rays are correctly oriented
122
- //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);
123
- //'return;
124
-
125
- if (u_renderstyle == 0)
126
- cast_mip(start_loc, step, nsteps, view_ray);
127
- else if (u_renderstyle == 1)
128
- cast_iso(start_loc, step, nsteps, view_ray);
129
-
130
- if (gl_FragColor.a < 0.05)
131
- discard;
132
- }
133
-
134
-
135
- float sample1(vec3 texcoords) {
136
- /* Sample float value from a 3D texture. Assumes intensity data. */
137
- return texture(u_data, texcoords.xyz).r;
138
- }
139
-
140
-
141
- vec4 apply_colormap(float val) {
142
- val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);
143
- return texture2D(u_cmdata, vec2(val, 0.5));
144
- }
145
-
146
-
147
- void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
148
-
149
- float max_val = -1e6;
150
- int max_i = 100;
151
- vec3 loc = start_loc;
152
-
153
- // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
154
- // non-constant expression. So we use a hard-coded max, and an additional condition
155
- // inside the loop.
156
- for (int iter=0; iter<MAX_STEPS; iter++) {
157
- if (iter >= nsteps)
158
- break;
159
- // Sample from the 3D texture
160
- float val = sample1(loc);
161
- // Apply MIP operation
162
- if (val > max_val) {
163
- max_val = val;
164
- max_i = iter;
165
- }
166
- // Advance location deeper into the volume
167
- loc += step;
168
- }
169
-
170
- // Refine location, gives crispier images
171
- vec3 iloc = start_loc + step * (float(max_i) - 0.5);
172
- vec3 istep = step / float(REFINEMENT_STEPS);
173
- for (int i=0; i<REFINEMENT_STEPS; i++) {
174
- max_val = max(max_val, sample1(iloc));
175
- iloc += istep;
176
- }
177
-
178
- // Resolve final color
179
- gl_FragColor = apply_colormap(max_val);
180
- }
181
-
182
-
183
- void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
184
-
185
- gl_FragColor = vec4(0.0); // init transparent
186
- vec4 color3 = vec4(0.0); // final color
187
- vec3 dstep = 1.5 / u_size; // step to sample derivative
188
- vec3 loc = start_loc;
189
-
190
- float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);
191
-
192
- // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
193
- // non-constant expression. So we use a hard-coded max, and an additional condition
194
- // inside the loop.
195
- for (int iter=0; iter<MAX_STEPS; iter++) {
196
- if (iter >= nsteps)
197
- break;
198
-
199
- // Sample from the 3D texture
200
- float val = sample1(loc);
201
-
202
- if (val > low_threshold) {
203
- // Take the last interval in smaller steps
204
- vec3 iloc = loc - 0.5 * step;
205
- vec3 istep = step / float(REFINEMENT_STEPS);
206
- for (int i=0; i<REFINEMENT_STEPS; i++) {
207
- val = sample1(iloc);
208
- if (val > u_renderthreshold) {
209
- gl_FragColor = add_lighting(val, iloc, dstep, view_ray);
210
- return;
211
- }
212
- iloc += istep;
213
- }
214
- }
215
-
216
- // Advance location deeper into the volume
217
- loc += step;
218
- }
219
- }
220
-
221
-
222
- vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)
223
- {
224
- // Calculate color by incorporating lighting
225
-
226
- // View direction
227
- vec3 V = normalize(view_ray);
228
-
229
- // calculate normal vector from gradient
230
- vec3 N;
231
- float val1, val2;
232
- val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));
233
- val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));
234
- N[0] = val1 - val2;
235
- val = max(max(val1, val2), val);
236
- val1 = sample1(loc + vec3(0.0, -step[1], 0.0));
237
- val2 = sample1(loc + vec3(0.0, +step[1], 0.0));
238
- N[1] = val1 - val2;
239
- val = max(max(val1, val2), val);
240
- val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));
241
- val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));
242
- N[2] = val1 - val2;
243
- val = max(max(val1, val2), val);
244
-
245
- float gm = length(N); // gradient magnitude
246
- N = normalize(N);
247
-
248
- // Flip normal so it points towards viewer
249
- float Nselect = float(dot(N, V) > 0.0);
250
- N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;
251
-
252
- // Init colors
253
- vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);
254
- vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);
255
- vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);
256
-
257
- // note: could allow multiple lights
258
- for (int i=0; i<1; i++)
259
- {
260
- // Get light direction (make sure to prevent zero devision)
261
- vec3 L = normalize(view_ray); //lightDirs[i];
262
- float lightEnabled = float( length(L) > 0.0 );
263
- L = normalize(L + (1.0 - lightEnabled));
264
-
265
- // Calculate lighting properties
266
- float lambertTerm = clamp(dot(N, L), 0.0, 1.0);
267
- vec3 H = normalize(L+V); // Halfway vector
268
- float specularTerm = pow(max(dot(H, N), 0.0), shininess);
269
-
270
- // Calculate mask
271
- float mask1 = lightEnabled;
272
-
273
- // Calculate colors
274
- ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;
275
- diffuse_color += mask1 * lambertTerm;
276
- specular_color += mask1 * specularTerm * specular_color;
277
- }
278
-
279
- // Calculate final color by componing different components
280
- vec4 final_color;
281
- vec4 color = apply_colormap(val);
282
- final_color = color * (ambient_color + diffuse_color) + specular_color;
283
- final_color.a = color.a;
284
- return final_color;
285
- }`
286
-
287
- };
288
-
289
- export { VolumeRenderShader1 };
@@ -1,93 +0,0 @@
1
- const WaterRefractionShader = {
2
-
3
- uniforms: {
4
-
5
- 'color': {
6
- value: null
7
- },
8
-
9
- 'time': {
10
- value: 0
11
- },
12
-
13
- 'tDiffuse': {
14
- value: null
15
- },
16
-
17
- 'tDudv': {
18
- value: null
19
- },
20
-
21
- 'textureMatrix': {
22
- value: null
23
- }
24
-
25
- },
26
-
27
- vertexShader: /* glsl */`
28
-
29
- uniform mat4 textureMatrix;
30
-
31
- varying vec2 vUv;
32
- varying vec4 vUvRefraction;
33
-
34
- void main() {
35
-
36
- vUv = uv;
37
-
38
- vUvRefraction = textureMatrix * vec4( position, 1.0 );
39
-
40
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
41
-
42
- }`,
43
-
44
- fragmentShader: /* glsl */`
45
-
46
- uniform vec3 color;
47
- uniform float time;
48
- uniform sampler2D tDiffuse;
49
- uniform sampler2D tDudv;
50
-
51
- varying vec2 vUv;
52
- varying vec4 vUvRefraction;
53
-
54
- float blendOverlay( float base, float blend ) {
55
-
56
- return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
57
-
58
- }
59
-
60
- vec3 blendOverlay( vec3 base, vec3 blend ) {
61
-
62
- return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );
63
-
64
- }
65
-
66
- void main() {
67
-
68
- float waveStrength = 0.5;
69
- float waveSpeed = 0.03;
70
-
71
- // simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
72
-
73
- vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;
74
- distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );
75
- vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;
76
-
77
- // new uv coords
78
-
79
- vec4 uv = vec4( vUvRefraction );
80
- uv.xy += distortion;
81
-
82
- vec4 base = texture2DProj( tDiffuse, uv );
83
-
84
- gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
85
-
86
- #include <tonemapping_fragment>
87
- #include <colorspace_fragment>
88
-
89
- }`
90
-
91
- };
92
-
93
- export { WaterRefractionShader };