@anov/3d 0.0.4-alpha.1 → 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 (588) 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 -50
  17. package/dist/utils/index.js +29 -92
  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/events.d.ts +0 -16
  29. package/dist/core/events.js +0 -38
  30. package/dist/core/global/global.d.ts +0 -27
  31. package/dist/core/global/global.js +0 -72
  32. package/dist/core/global/globalControl.d.ts +0 -17
  33. package/dist/core/global/globalControl.js +0 -62
  34. package/dist/core/group.d.ts +0 -57
  35. package/dist/core/group.js +0 -157
  36. package/dist/core/line.d.ts +0 -13
  37. package/dist/core/line.js +0 -83
  38. package/dist/core/mesh.d.ts +0 -59
  39. package/dist/core/mesh.js +0 -180
  40. package/dist/core/model.d.ts +0 -30
  41. package/dist/core/model.js +0 -109
  42. package/dist/core/scene.d.ts +0 -175
  43. package/dist/core/scene.js +0 -381
  44. package/dist/core/use/useScene.d.ts +0 -10
  45. package/dist/core/use/useScene.js +0 -14
  46. package/dist/core/use/useframe.d.ts +0 -6
  47. package/dist/core/use/useframe.js +0 -11
  48. package/dist/export.d.ts +0 -40
  49. package/dist/export.js +0 -36
  50. package/dist/threeCell.d.ts +0 -8
  51. package/dist/threeCell.js +0 -16
  52. package/dist/type.d.ts +0 -3
  53. package/dist/type.js +0 -1
  54. package/dist/utils/createElement.d.ts +0 -103
  55. package/dist/utils/createElement.js +0 -145
  56. package/dist/utils/createLabel.d.ts +0 -2
  57. package/dist/utils/createLabel.js +0 -4
  58. package/dist/utils/line.d.ts +0 -0
  59. package/dist/utils/line.js +0 -0
  60. package/dist/utils/move.d.ts +0 -48
  61. package/dist/utils/move.js +0 -149
  62. package/examples/fonts/LICENSE +0 -13
  63. package/examples/fonts/README.md +0 -11
  64. package/examples/fonts/droid/NOTICE +0 -190
  65. package/examples/fonts/droid/README.txt +0 -18
  66. package/examples/fonts/droid/droid_sans_bold.typeface.json +0 -1
  67. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +0 -1
  68. package/examples/fonts/droid/droid_sans_regular.typeface.json +0 -1
  69. package/examples/fonts/droid/droid_serif_bold.typeface.json +0 -1
  70. package/examples/fonts/droid/droid_serif_regular.typeface.json +0 -1
  71. package/examples/fonts/gentilis_bold.typeface.json +0 -1
  72. package/examples/fonts/gentilis_regular.typeface.json +0 -1
  73. package/examples/fonts/helvetiker_bold.typeface.json +0 -1
  74. package/examples/fonts/helvetiker_regular.typeface.json +0 -1
  75. package/examples/fonts/optimer_bold.typeface.json +0 -1
  76. package/examples/fonts/optimer_regular.typeface.json +0 -1
  77. package/examples/fonts/ttf/README.md +0 -9
  78. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  79. package/examples/jsm/animation/AnimationClipCreator.js +0 -116
  80. package/examples/jsm/animation/CCDIKSolver.js +0 -482
  81. package/examples/jsm/animation/MMDAnimationHelper.js +0 -1207
  82. package/examples/jsm/animation/MMDPhysics.js +0 -1406
  83. package/examples/jsm/cameras/CinematicCamera.js +0 -208
  84. package/examples/jsm/capabilities/WebGL.js +0 -91
  85. package/examples/jsm/capabilities/WebGPU.js +0 -53
  86. package/examples/jsm/controls/ArcballControls.js +0 -3224
  87. package/examples/jsm/controls/DragControls.js +0 -220
  88. package/examples/jsm/controls/FirstPersonControls.js +0 -325
  89. package/examples/jsm/controls/FlyControls.js +0 -300
  90. package/examples/jsm/controls/MapControls.js +0 -28
  91. package/examples/jsm/controls/OrbitControls.js +0 -1388
  92. package/examples/jsm/controls/PointerLockControls.js +0 -162
  93. package/examples/jsm/controls/TrackballControls.js +0 -828
  94. package/examples/jsm/controls/TransformControls.js +0 -1557
  95. package/examples/jsm/csm/CSM.js +0 -384
  96. package/examples/jsm/csm/CSMFrustum.js +0 -152
  97. package/examples/jsm/csm/CSMHelper.js +0 -193
  98. package/examples/jsm/csm/CSMShader.js +0 -252
  99. package/examples/jsm/curves/CurveExtras.js +0 -422
  100. package/examples/jsm/curves/NURBSCurve.js +0 -80
  101. package/examples/jsm/curves/NURBSSurface.js +0 -52
  102. package/examples/jsm/curves/NURBSUtils.js +0 -487
  103. package/examples/jsm/effects/AnaglyphEffect.js +0 -154
  104. package/examples/jsm/effects/AsciiEffect.js +0 -263
  105. package/examples/jsm/effects/OutlineEffect.js +0 -539
  106. package/examples/jsm/effects/ParallaxBarrierEffect.js +0 -119
  107. package/examples/jsm/effects/PeppersGhostEffect.js +0 -153
  108. package/examples/jsm/effects/StereoEffect.js +0 -55
  109. package/examples/jsm/environments/DebugEnvironment.js +0 -52
  110. package/examples/jsm/environments/RoomEnvironment.js +0 -148
  111. package/examples/jsm/exporters/DRACOExporter.js +0 -267
  112. package/examples/jsm/exporters/EXRExporter.js +0 -501
  113. package/examples/jsm/exporters/GLTFExporter.js +0 -3161
  114. package/examples/jsm/exporters/KTX2Exporter.js +0 -292
  115. package/examples/jsm/exporters/MMDExporter.js +0 -217
  116. package/examples/jsm/exporters/OBJExporter.js +0 -284
  117. package/examples/jsm/exporters/PLYExporter.js +0 -528
  118. package/examples/jsm/exporters/STLExporter.js +0 -199
  119. package/examples/jsm/exporters/USDZExporter.js +0 -711
  120. package/examples/jsm/geometries/BoxLineGeometry.js +0 -69
  121. package/examples/jsm/geometries/ConvexGeometry.js +0 -53
  122. package/examples/jsm/geometries/DecalGeometry.js +0 -356
  123. package/examples/jsm/geometries/ParametricGeometries.js +0 -254
  124. package/examples/jsm/geometries/ParametricGeometry.js +0 -139
  125. package/examples/jsm/geometries/RoundedBoxGeometry.js +0 -155
  126. package/examples/jsm/geometries/TeapotGeometry.js +0 -704
  127. package/examples/jsm/geometries/TextGeometry.js +0 -57
  128. package/examples/jsm/helpers/LightProbeHelper.js +0 -130
  129. package/examples/jsm/helpers/OctreeHelper.js +0 -73
  130. package/examples/jsm/helpers/PositionalAudioHelper.js +0 -109
  131. package/examples/jsm/helpers/RectAreaLightHelper.js +0 -85
  132. package/examples/jsm/helpers/VertexNormalsHelper.js +0 -96
  133. package/examples/jsm/helpers/VertexTangentsHelper.js +0 -88
  134. package/examples/jsm/helpers/ViewHelper.js +0 -333
  135. package/examples/jsm/interactive/HTMLMesh.js +0 -565
  136. package/examples/jsm/interactive/InteractiveGroup.js +0 -116
  137. package/examples/jsm/interactive/SelectionBox.js +0 -227
  138. package/examples/jsm/interactive/SelectionHelper.js +0 -104
  139. package/examples/jsm/libs/ammo.wasm.js +0 -822
  140. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  141. package/examples/jsm/libs/basis/README.md +0 -46
  142. package/examples/jsm/libs/basis/basis_transcoder.js +0 -21
  143. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  144. package/examples/jsm/libs/chevrotain.module.min.js +0 -141
  145. package/examples/jsm/libs/draco/README.md +0 -32
  146. package/examples/jsm/libs/draco/draco_decoder.js +0 -34
  147. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  148. package/examples/jsm/libs/draco/draco_encoder.js +0 -33
  149. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +0 -117
  150. package/examples/jsm/libs/draco/gltf/draco_decoder.js +0 -33
  151. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  152. package/examples/jsm/libs/draco/gltf/draco_encoder.js +0 -33
  153. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +0 -116
  154. package/examples/jsm/libs/ecsy.module.js +0 -1792
  155. package/examples/jsm/libs/fflate.module.js +0 -2474
  156. package/examples/jsm/libs/ktx-parse.module.js +0 -1
  157. package/examples/jsm/libs/lil-gui.module.min.js +0 -8
  158. package/examples/jsm/libs/lottie_canvas.module.js +0 -14844
  159. package/examples/jsm/libs/meshopt_decoder.module.js +0 -178
  160. package/examples/jsm/libs/mikktspace.module.js +0 -128
  161. package/examples/jsm/libs/mmdparser.module.js +0 -11530
  162. package/examples/jsm/libs/motion-controllers.module.js +0 -397
  163. package/examples/jsm/libs/opentype.module.js +0 -14568
  164. package/examples/jsm/libs/potpack.module.js +0 -125
  165. package/examples/jsm/libs/rhino3dm/rhino3dm.js +0 -21
  166. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +0 -16
  167. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  168. package/examples/jsm/libs/stats.module.js +0 -167
  169. package/examples/jsm/libs/tween.module.js +0 -803
  170. package/examples/jsm/libs/utif.module.js +0 -1579
  171. package/examples/jsm/libs/zstddec.module.js +0 -1
  172. package/examples/jsm/lights/IESSpotLight.js +0 -25
  173. package/examples/jsm/lights/LightProbeGenerator.js +0 -252
  174. package/examples/jsm/lights/RectAreaLightUniformsLib.js +0 -79
  175. package/examples/jsm/lines/Line2.js +0 -19
  176. package/examples/jsm/lines/LineGeometry.js +0 -79
  177. package/examples/jsm/lines/LineMaterial.js +0 -702
  178. package/examples/jsm/lines/LineSegments2.js +0 -361
  179. package/examples/jsm/lines/LineSegmentsGeometry.js +0 -241
  180. package/examples/jsm/lines/Wireframe.js +0 -56
  181. package/examples/jsm/lines/WireframeGeometry2.js +0 -24
  182. package/examples/jsm/loaders/3DMLoader.js +0 -1497
  183. package/examples/jsm/loaders/3MFLoader.js +0 -1478
  184. package/examples/jsm/loaders/AMFLoader.js +0 -521
  185. package/examples/jsm/loaders/BVHLoader.js +0 -437
  186. package/examples/jsm/loaders/ColladaLoader.js +0 -4122
  187. package/examples/jsm/loaders/DDSLoader.js +0 -274
  188. package/examples/jsm/loaders/DRACOLoader.js +0 -612
  189. package/examples/jsm/loaders/EXRLoader.js +0 -2309
  190. package/examples/jsm/loaders/FBXLoader.js +0 -4142
  191. package/examples/jsm/loaders/FontLoader.js +0 -183
  192. package/examples/jsm/loaders/GCodeLoader.js +0 -261
  193. package/examples/jsm/loaders/GLTFLoader.js +0 -4576
  194. package/examples/jsm/loaders/HDRCubeTextureLoader.js +0 -115
  195. package/examples/jsm/loaders/IESLoader.js +0 -337
  196. package/examples/jsm/loaders/KMZLoader.js +0 -130
  197. package/examples/jsm/loaders/KTX2Loader.js +0 -868
  198. package/examples/jsm/loaders/KTXLoader.js +0 -176
  199. package/examples/jsm/loaders/LDrawLoader.js +0 -2464
  200. package/examples/jsm/loaders/LUT3dlLoader.js +0 -151
  201. package/examples/jsm/loaders/LUTCubeLoader.js +0 -153
  202. package/examples/jsm/loaders/LWOLoader.js +0 -1052
  203. package/examples/jsm/loaders/LogLuvLoader.js +0 -606
  204. package/examples/jsm/loaders/LottieLoader.js +0 -77
  205. package/examples/jsm/loaders/MD2Loader.js +0 -399
  206. package/examples/jsm/loaders/MDDLoader.js +0 -102
  207. package/examples/jsm/loaders/MMDLoader.js +0 -2273
  208. package/examples/jsm/loaders/MTLLoader.js +0 -567
  209. package/examples/jsm/loaders/MaterialXLoader.js +0 -734
  210. package/examples/jsm/loaders/NRRDLoader.js +0 -699
  211. package/examples/jsm/loaders/OBJLoader.js +0 -905
  212. package/examples/jsm/loaders/PCDLoader.js +0 -467
  213. package/examples/jsm/loaders/PDBLoader.js +0 -232
  214. package/examples/jsm/loaders/PLYLoader.js +0 -771
  215. package/examples/jsm/loaders/PVRLoader.js +0 -251
  216. package/examples/jsm/loaders/RGBELoader.js +0 -468
  217. package/examples/jsm/loaders/RGBMLoader.js +0 -1065
  218. package/examples/jsm/loaders/STLLoader.js +0 -403
  219. package/examples/jsm/loaders/SVGLoader.js +0 -3172
  220. package/examples/jsm/loaders/TDSLoader.js +0 -1124
  221. package/examples/jsm/loaders/TGALoader.js +0 -517
  222. package/examples/jsm/loaders/TIFFLoader.js +0 -36
  223. package/examples/jsm/loaders/TTFLoader.js +0 -214
  224. package/examples/jsm/loaders/TiltLoader.js +0 -520
  225. package/examples/jsm/loaders/USDZLoader.js +0 -633
  226. package/examples/jsm/loaders/VOXLoader.js +0 -311
  227. package/examples/jsm/loaders/VRMLLoader.js +0 -3533
  228. package/examples/jsm/loaders/VTKLoader.js +0 -1163
  229. package/examples/jsm/loaders/XYZLoader.js +0 -106
  230. package/examples/jsm/loaders/lwo/IFFParser.js +0 -1218
  231. package/examples/jsm/loaders/lwo/LWO2Parser.js +0 -414
  232. package/examples/jsm/loaders/lwo/LWO3Parser.js +0 -373
  233. package/examples/jsm/materials/MeshGouraudMaterial.js +0 -420
  234. package/examples/jsm/math/Capsule.js +0 -137
  235. package/examples/jsm/math/ColorConverter.js +0 -36
  236. package/examples/jsm/math/ConvexHull.js +0 -1271
  237. package/examples/jsm/math/ImprovedNoise.js +0 -71
  238. package/examples/jsm/math/Lut.js +0 -204
  239. package/examples/jsm/math/MeshSurfaceSampler.js +0 -250
  240. package/examples/jsm/math/OBB.js +0 -423
  241. package/examples/jsm/math/Octree.js +0 -462
  242. package/examples/jsm/math/SimplexNoise.js +0 -444
  243. package/examples/jsm/misc/ConvexObjectBreaker.js +0 -519
  244. package/examples/jsm/misc/GPUComputationRenderer.js +0 -446
  245. package/examples/jsm/misc/Gyroscope.js +0 -66
  246. package/examples/jsm/misc/MD2Character.js +0 -276
  247. package/examples/jsm/misc/MD2CharacterComplex.js +0 -576
  248. package/examples/jsm/misc/MorphAnimMesh.js +0 -75
  249. package/examples/jsm/misc/MorphBlendMesh.js +0 -322
  250. package/examples/jsm/misc/ProgressiveLightMap.js +0 -323
  251. package/examples/jsm/misc/RollerCoaster.js +0 -566
  252. package/examples/jsm/misc/TubePainter.js +0 -205
  253. package/examples/jsm/misc/Volume.js +0 -473
  254. package/examples/jsm/misc/VolumeSlice.js +0 -229
  255. package/examples/jsm/modifiers/CurveModifier.js +0 -326
  256. package/examples/jsm/modifiers/EdgeSplitModifier.js +0 -279
  257. package/examples/jsm/modifiers/SimplifyModifier.js +0 -525
  258. package/examples/jsm/modifiers/TessellateModifier.js +0 -307
  259. package/examples/jsm/nodes/Nodes.js +0 -171
  260. package/examples/jsm/nodes/accessors/BitangentNode.js +0 -89
  261. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +0 -99
  262. package/examples/jsm/nodes/accessors/BufferNode.js +0 -30
  263. package/examples/jsm/nodes/accessors/CameraNode.js +0 -98
  264. package/examples/jsm/nodes/accessors/CubeTextureNode.js +0 -103
  265. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +0 -77
  266. package/examples/jsm/nodes/accessors/InstanceNode.js +0 -71
  267. package/examples/jsm/nodes/accessors/MaterialNode.js +0 -267
  268. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +0 -39
  269. package/examples/jsm/nodes/accessors/ModelNode.js +0 -34
  270. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +0 -29
  271. package/examples/jsm/nodes/accessors/MorphNode.js +0 -70
  272. package/examples/jsm/nodes/accessors/NormalNode.js +0 -96
  273. package/examples/jsm/nodes/accessors/Object3DNode.js +0 -150
  274. package/examples/jsm/nodes/accessors/PointUVNode.js +0 -26
  275. package/examples/jsm/nodes/accessors/PositionNode.js +0 -104
  276. package/examples/jsm/nodes/accessors/ReferenceNode.js +0 -72
  277. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +0 -35
  278. package/examples/jsm/nodes/accessors/SceneNode.js +0 -52
  279. package/examples/jsm/nodes/accessors/SkinningNode.js +0 -93
  280. package/examples/jsm/nodes/accessors/StorageBufferNode.js +0 -27
  281. package/examples/jsm/nodes/accessors/TangentNode.js +0 -103
  282. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +0 -94
  283. package/examples/jsm/nodes/accessors/TextureNode.js +0 -271
  284. package/examples/jsm/nodes/accessors/TextureSizeNode.js +0 -35
  285. package/examples/jsm/nodes/accessors/UVNode.js +0 -47
  286. package/examples/jsm/nodes/accessors/UserDataNode.js +0 -29
  287. package/examples/jsm/nodes/code/CodeNode.js +0 -78
  288. package/examples/jsm/nodes/code/ExpressionNode.js +0 -37
  289. package/examples/jsm/nodes/code/FunctionCallNode.js +0 -96
  290. package/examples/jsm/nodes/code/FunctionNode.js +0 -127
  291. package/examples/jsm/nodes/code/ScriptableNode.js +0 -488
  292. package/examples/jsm/nodes/code/ScriptableValueNode.js +0 -167
  293. package/examples/jsm/nodes/core/ArrayUniformNode.js +0 -26
  294. package/examples/jsm/nodes/core/AttributeNode.js +0 -102
  295. package/examples/jsm/nodes/core/BypassNode.js +0 -45
  296. package/examples/jsm/nodes/core/CacheNode.js +0 -46
  297. package/examples/jsm/nodes/core/ConstNode.js +0 -32
  298. package/examples/jsm/nodes/core/ContextNode.js +0 -61
  299. package/examples/jsm/nodes/core/IndexNode.js +0 -66
  300. package/examples/jsm/nodes/core/InputNode.js +0 -83
  301. package/examples/jsm/nodes/core/LightingModel.js +0 -15
  302. package/examples/jsm/nodes/core/Node.js +0 -454
  303. package/examples/jsm/nodes/core/NodeAttribute.js +0 -15
  304. package/examples/jsm/nodes/core/NodeBuilder.js +0 -1016
  305. package/examples/jsm/nodes/core/NodeCache.js +0 -26
  306. package/examples/jsm/nodes/core/NodeCode.js +0 -15
  307. package/examples/jsm/nodes/core/NodeFrame.js +0 -110
  308. package/examples/jsm/nodes/core/NodeFunction.js +0 -22
  309. package/examples/jsm/nodes/core/NodeFunctionInput.js +0 -17
  310. package/examples/jsm/nodes/core/NodeKeywords.js +0 -80
  311. package/examples/jsm/nodes/core/NodeParser.js +0 -11
  312. package/examples/jsm/nodes/core/NodeUniform.js +0 -28
  313. package/examples/jsm/nodes/core/NodeUtils.js +0 -212
  314. package/examples/jsm/nodes/core/NodeVar.js +0 -14
  315. package/examples/jsm/nodes/core/NodeVarying.js +0 -17
  316. package/examples/jsm/nodes/core/PropertyNode.js +0 -61
  317. package/examples/jsm/nodes/core/StackNode.js +0 -99
  318. package/examples/jsm/nodes/core/TempNode.js +0 -58
  319. package/examples/jsm/nodes/core/UniformNode.js +0 -61
  320. package/examples/jsm/nodes/core/VarNode.js +0 -87
  321. package/examples/jsm/nodes/core/VaryingNode.js +0 -69
  322. package/examples/jsm/nodes/core/constants.js +0 -27
  323. package/examples/jsm/nodes/display/BlendModeNode.js +0 -99
  324. package/examples/jsm/nodes/display/BumpMapNode.js +0 -77
  325. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +0 -100
  326. package/examples/jsm/nodes/display/ColorSpaceNode.js +0 -108
  327. package/examples/jsm/nodes/display/FrontFacingNode.js +0 -27
  328. package/examples/jsm/nodes/display/NormalMapNode.js +0 -106
  329. package/examples/jsm/nodes/display/PosterizeNode.js +0 -32
  330. package/examples/jsm/nodes/display/ToneMappingNode.js +0 -141
  331. package/examples/jsm/nodes/display/ViewportDepthNode.js +0 -69
  332. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +0 -34
  333. package/examples/jsm/nodes/display/ViewportNode.js +0 -115
  334. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +0 -31
  335. package/examples/jsm/nodes/display/ViewportTextureNode.js +0 -75
  336. package/examples/jsm/nodes/fog/FogExp2Node.js +0 -35
  337. package/examples/jsm/nodes/fog/FogNode.js +0 -37
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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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-
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- // 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
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- // - see http://code.google.com/p/chromium/issues/detail?id=153105
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-
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- /*
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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 ) {",
139
-
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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
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- // 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
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- // 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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-
148
- " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
149
- " 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 };