@anov/3d 0.0.4-alpha.1 → 0.0.4-alpha13

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 +27 -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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@@ -1,188 +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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-
132
- // moving costly divides into consts
133
- 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 };