@gnsx/three 0.184.0

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Files changed (1182) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +85 -0
  3. package/build/three.cjs +79695 -0
  4. package/build/three.core.js +59732 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +19552 -0
  7. package/build/three.module.min.js +6 -0
  8. package/build/three.tsl.js +654 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +83969 -0
  11. package/build/three.webgpu.min.js +6 -0
  12. package/build/three.webgpu.nodes.js +83702 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/fonts/LICENSE +13 -0
  15. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  16. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  17. package/examples/fonts/README.md +11 -0
  18. package/examples/fonts/droid/NOTICE +190 -0
  19. package/examples/fonts/droid/README.txt +18 -0
  20. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  21. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  22. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  23. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  24. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  25. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  26. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  27. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  28. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  29. package/examples/fonts/optimer_bold.typeface.json +1 -0
  30. package/examples/fonts/optimer_regular.typeface.json +1 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/jsm/Addons.js +293 -0
  34. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  35. package/examples/jsm/animation/CCDIKSolver.js +595 -0
  36. package/examples/jsm/capabilities/WebGL.js +113 -0
  37. package/examples/jsm/capabilities/WebGPU.js +59 -0
  38. package/examples/jsm/controls/ArcballControls.js +3539 -0
  39. package/examples/jsm/controls/DragControls.js +452 -0
  40. package/examples/jsm/controls/FirstPersonControls.js +451 -0
  41. package/examples/jsm/controls/FlyControls.js +384 -0
  42. package/examples/jsm/controls/MapControls.js +116 -0
  43. package/examples/jsm/controls/OrbitControls.js +1963 -0
  44. package/examples/jsm/controls/PointerLockControls.js +264 -0
  45. package/examples/jsm/controls/TrackballControls.js +1001 -0
  46. package/examples/jsm/controls/TransformControls.js +1950 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.js +209 -0
  49. package/examples/jsm/csm/CSMHelper.js +243 -0
  50. package/examples/jsm/csm/CSMShader.js +307 -0
  51. package/examples/jsm/csm/CSMShadowNode.js +603 -0
  52. package/examples/jsm/curves/CurveExtras.js +694 -0
  53. package/examples/jsm/curves/NURBSCurve.js +155 -0
  54. package/examples/jsm/curves/NURBSSurface.js +98 -0
  55. package/examples/jsm/curves/NURBSUtils.js +532 -0
  56. package/examples/jsm/curves/NURBSVolume.js +82 -0
  57. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  58. package/examples/jsm/effects/AsciiEffect.js +310 -0
  59. package/examples/jsm/effects/OutlineEffect.js +489 -0
  60. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  61. package/examples/jsm/effects/StereoEffect.js +91 -0
  62. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  63. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  64. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  65. package/examples/jsm/exporters/DRACOExporter.js +311 -0
  66. package/examples/jsm/exporters/EXRExporter.js +618 -0
  67. package/examples/jsm/exporters/GLTFExporter.js +3738 -0
  68. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  69. package/examples/jsm/exporters/OBJExporter.js +308 -0
  70. package/examples/jsm/exporters/PLYExporter.js +562 -0
  71. package/examples/jsm/exporters/STLExporter.js +221 -0
  72. package/examples/jsm/exporters/USDZExporter.js +1254 -0
  73. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  74. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  75. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  76. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  77. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  78. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  79. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  80. package/examples/jsm/geometries/TextGeometry.js +102 -0
  81. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  82. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  83. package/examples/jsm/helpers/LightProbeGridHelper.js +221 -0
  84. package/examples/jsm/helpers/LightProbeHelper.js +165 -0
  85. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  86. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  87. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  88. package/examples/jsm/helpers/RapierHelper.js +59 -0
  89. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  90. package/examples/jsm/helpers/TextureHelper.js +265 -0
  91. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  92. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  93. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  94. package/examples/jsm/helpers/ViewHelper.js +519 -0
  95. package/examples/jsm/inspector/Extension.js +13 -0
  96. package/examples/jsm/inspector/Inspector.js +542 -0
  97. package/examples/jsm/inspector/RendererInspector.js +425 -0
  98. package/examples/jsm/inspector/extensions/extensions.json +6 -0
  99. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +916 -0
  100. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +281 -0
  101. package/examples/jsm/inspector/tabs/Console.js +238 -0
  102. package/examples/jsm/inspector/tabs/Memory.js +128 -0
  103. package/examples/jsm/inspector/tabs/Parameters.js +380 -0
  104. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  105. package/examples/jsm/inspector/tabs/Settings.js +264 -0
  106. package/examples/jsm/inspector/tabs/Timeline.js +1611 -0
  107. package/examples/jsm/inspector/tabs/Viewer.js +268 -0
  108. package/examples/jsm/inspector/ui/Graph.js +95 -0
  109. package/examples/jsm/inspector/ui/Item.js +170 -0
  110. package/examples/jsm/inspector/ui/List.js +75 -0
  111. package/examples/jsm/inspector/ui/Profiler.js +2072 -0
  112. package/examples/jsm/inspector/ui/Style.js +1667 -0
  113. package/examples/jsm/inspector/ui/Tab.js +265 -0
  114. package/examples/jsm/inspector/ui/Values.js +476 -0
  115. package/examples/jsm/inspector/ui/utils.js +69 -0
  116. package/examples/jsm/interaction/InteractionManager.js +226 -0
  117. package/examples/jsm/interactive/HTMLMesh.js +601 -0
  118. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  119. package/examples/jsm/interactive/SelectionBox.js +324 -0
  120. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  121. package/examples/jsm/libs/ammo.wasm.js +822 -0
  122. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  123. package/examples/jsm/libs/basis/README.md +46 -0
  124. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  125. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  126. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  127. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  128. package/examples/jsm/libs/draco/README.md +32 -0
  129. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  130. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  131. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  132. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  133. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  134. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  135. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  136. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  137. package/examples/jsm/libs/ecsy.module.js +1792 -0
  138. package/examples/jsm/libs/fflate.module.js +2672 -0
  139. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  140. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  141. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  142. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  143. package/examples/jsm/libs/mikktspace.module.js +128 -0
  144. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  145. package/examples/jsm/libs/opentype.module.js +14506 -0
  146. package/examples/jsm/libs/potpack.module.js +125 -0
  147. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  148. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  149. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  150. package/examples/jsm/libs/stats.module.js +167 -0
  151. package/examples/jsm/libs/surfaceNet.js +201 -0
  152. package/examples/jsm/libs/tween.module.js +876 -0
  153. package/examples/jsm/libs/utif.module.js +1665 -0
  154. package/examples/jsm/libs/zstddec.module.js +1 -0
  155. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  156. package/examples/jsm/lighting/LightProbeGrid.js +651 -0
  157. package/examples/jsm/lighting/TiledLighting.js +42 -0
  158. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  159. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  160. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  161. package/examples/jsm/lines/Line2.js +56 -0
  162. package/examples/jsm/lines/LineGeometry.js +157 -0
  163. package/examples/jsm/lines/LineMaterial.js +703 -0
  164. package/examples/jsm/lines/LineSegments2.js +426 -0
  165. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  166. package/examples/jsm/lines/Wireframe.js +108 -0
  167. package/examples/jsm/lines/WireframeGeometry2.js +49 -0
  168. package/examples/jsm/lines/webgpu/Line2.js +46 -0
  169. package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  170. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  171. package/examples/jsm/loaders/3DMLoader.js +1836 -0
  172. package/examples/jsm/loaders/3MFLoader.js +1621 -0
  173. package/examples/jsm/loaders/AMFLoader.js +541 -0
  174. package/examples/jsm/loaders/BVHLoader.js +484 -0
  175. package/examples/jsm/loaders/ColladaLoader.js +153 -0
  176. package/examples/jsm/loaders/DDSLoader.js +385 -0
  177. package/examples/jsm/loaders/DRACOLoader.js +739 -0
  178. package/examples/jsm/loaders/EXRLoader.js +3423 -0
  179. package/examples/jsm/loaders/FBXLoader.js +4580 -0
  180. package/examples/jsm/loaders/FontLoader.js +260 -0
  181. package/examples/jsm/loaders/GCodeLoader.js +318 -0
  182. package/examples/jsm/loaders/GLTFLoader.js +4860 -0
  183. package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
  184. package/examples/jsm/loaders/HDRLoader.js +485 -0
  185. package/examples/jsm/loaders/IESLoader.js +379 -0
  186. package/examples/jsm/loaders/KMZLoader.js +163 -0
  187. package/examples/jsm/loaders/KTX2Loader.js +1257 -0
  188. package/examples/jsm/loaders/KTXLoader.js +197 -0
  189. package/examples/jsm/loaders/LDrawLoader.js +2510 -0
  190. package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
  191. package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
  192. package/examples/jsm/loaders/LUTImageLoader.js +190 -0
  193. package/examples/jsm/loaders/LWOLoader.js +1047 -0
  194. package/examples/jsm/loaders/LottieLoader.js +130 -0
  195. package/examples/jsm/loaders/MD2Loader.js +435 -0
  196. package/examples/jsm/loaders/MDDLoader.js +147 -0
  197. package/examples/jsm/loaders/MTLLoader.js +593 -0
  198. package/examples/jsm/loaders/MaterialXLoader.js +1104 -0
  199. package/examples/jsm/loaders/NRRDLoader.js +718 -0
  200. package/examples/jsm/loaders/OBJLoader.js +955 -0
  201. package/examples/jsm/loaders/PCDLoader.js +620 -0
  202. package/examples/jsm/loaders/PDBLoader.js +272 -0
  203. package/examples/jsm/loaders/PLYLoader.js +805 -0
  204. package/examples/jsm/loaders/PVRLoader.js +270 -0
  205. package/examples/jsm/loaders/RGBELoader.js +18 -0
  206. package/examples/jsm/loaders/STLLoader.js +421 -0
  207. package/examples/jsm/loaders/SVGLoader.js +3267 -0
  208. package/examples/jsm/loaders/TDSLoader.js +1142 -0
  209. package/examples/jsm/loaders/TGALoader.js +538 -0
  210. package/examples/jsm/loaders/TIFFLoader.js +59 -0
  211. package/examples/jsm/loaders/TTFLoader.js +261 -0
  212. package/examples/jsm/loaders/USDLoader.js +279 -0
  213. package/examples/jsm/loaders/USDZLoader.js +16 -0
  214. package/examples/jsm/loaders/UltraHDRLoader.js +755 -0
  215. package/examples/jsm/loaders/VOXLoader.js +919 -0
  216. package/examples/jsm/loaders/VRMLLoader.js +3646 -0
  217. package/examples/jsm/loaders/VTKLoader.js +1293 -0
  218. package/examples/jsm/loaders/XYZLoader.js +143 -0
  219. package/examples/jsm/loaders/collada/ColladaComposer.js +3044 -0
  220. package/examples/jsm/loaders/collada/ColladaParser.js +1977 -0
  221. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  222. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  223. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  224. package/examples/jsm/loaders/usd/USDAParser.js +828 -0
  225. package/examples/jsm/loaders/usd/USDCParser.js +1878 -0
  226. package/examples/jsm/loaders/usd/USDComposer.js +4594 -0
  227. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  228. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  229. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  230. package/examples/jsm/math/Capsule.js +159 -0
  231. package/examples/jsm/math/ColorConverter.js +58 -0
  232. package/examples/jsm/math/ColorSpaces.js +147 -0
  233. package/examples/jsm/math/ConvexHull.js +1695 -0
  234. package/examples/jsm/math/ImprovedNoise.js +88 -0
  235. package/examples/jsm/math/Lut.js +317 -0
  236. package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
  237. package/examples/jsm/math/OBB.js +535 -0
  238. package/examples/jsm/math/Octree.js +822 -0
  239. package/examples/jsm/math/SimplexNoise.js +470 -0
  240. package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
  241. package/examples/jsm/misc/GPUComputationRenderer.js +508 -0
  242. package/examples/jsm/misc/Gyroscope.js +78 -0
  243. package/examples/jsm/misc/MD2Character.js +391 -0
  244. package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
  245. package/examples/jsm/misc/MorphAnimMesh.js +119 -0
  246. package/examples/jsm/misc/MorphBlendMesh.js +425 -0
  247. package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
  248. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  249. package/examples/jsm/misc/RollerCoaster.js +661 -0
  250. package/examples/jsm/misc/TubePainter.js +599 -0
  251. package/examples/jsm/misc/Volume.js +520 -0
  252. package/examples/jsm/misc/VolumeSlice.js +275 -0
  253. package/examples/jsm/modifiers/CurveModifier.js +374 -0
  254. package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  255. package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
  256. package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
  257. package/examples/jsm/modifiers/TessellateModifier.js +340 -0
  258. package/examples/jsm/objects/GroundedSkybox.js +69 -0
  259. package/examples/jsm/objects/Lensflare.js +489 -0
  260. package/examples/jsm/objects/LensflareMesh.js +376 -0
  261. package/examples/jsm/objects/MarchingCubes.js +1261 -0
  262. package/examples/jsm/objects/Reflector.js +386 -0
  263. package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
  264. package/examples/jsm/objects/Refractor.js +389 -0
  265. package/examples/jsm/objects/ShadowMesh.js +130 -0
  266. package/examples/jsm/objects/Sky.js +321 -0
  267. package/examples/jsm/objects/SkyMesh.js +377 -0
  268. package/examples/jsm/objects/Water.js +374 -0
  269. package/examples/jsm/objects/Water2.js +403 -0
  270. package/examples/jsm/objects/Water2Mesh.js +199 -0
  271. package/examples/jsm/objects/WaterMesh.js +194 -0
  272. package/examples/jsm/offscreen/jank.js +45 -0
  273. package/examples/jsm/offscreen/offscreen.js +8 -0
  274. package/examples/jsm/offscreen/scene.js +86 -0
  275. package/examples/jsm/physics/AmmoPhysics.js +359 -0
  276. package/examples/jsm/physics/JoltPhysics.js +334 -0
  277. package/examples/jsm/physics/RapierPhysics.js +436 -0
  278. package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
  279. package/examples/jsm/postprocessing/BloomPass.js +274 -0
  280. package/examples/jsm/postprocessing/BokehPass.js +218 -0
  281. package/examples/jsm/postprocessing/ClearPass.js +97 -0
  282. package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
  283. package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
  284. package/examples/jsm/postprocessing/EffectComposer.js +365 -0
  285. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  286. package/examples/jsm/postprocessing/FilmPass.js +113 -0
  287. package/examples/jsm/postprocessing/GTAOPass.js +727 -0
  288. package/examples/jsm/postprocessing/GlitchPass.js +177 -0
  289. package/examples/jsm/postprocessing/HalftonePass.js +134 -0
  290. package/examples/jsm/postprocessing/LUTPass.js +138 -0
  291. package/examples/jsm/postprocessing/MaskPass.js +195 -0
  292. package/examples/jsm/postprocessing/OutlinePass.js +776 -0
  293. package/examples/jsm/postprocessing/OutputPass.js +148 -0
  294. package/examples/jsm/postprocessing/Pass.js +191 -0
  295. package/examples/jsm/postprocessing/RenderPass.js +193 -0
  296. package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
  297. package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
  298. package/examples/jsm/postprocessing/SAOPass.js +407 -0
  299. package/examples/jsm/postprocessing/SMAAPass.js +230 -0
  300. package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
  301. package/examples/jsm/postprocessing/SSAOPass.js +527 -0
  302. package/examples/jsm/postprocessing/SSRPass.js +856 -0
  303. package/examples/jsm/postprocessing/SavePass.js +132 -0
  304. package/examples/jsm/postprocessing/ShaderPass.js +135 -0
  305. package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
  306. package/examples/jsm/postprocessing/TexturePass.js +131 -0
  307. package/examples/jsm/postprocessing/UnrealBloomPass.js +524 -0
  308. package/examples/jsm/renderers/CSS2DRenderer.js +328 -0
  309. package/examples/jsm/renderers/CSS3DRenderer.js +454 -0
  310. package/examples/jsm/renderers/Projector.js +1154 -0
  311. package/examples/jsm/renderers/SVGRenderer.js +799 -0
  312. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
  313. package/examples/jsm/shaders/AfterimageShader.js +63 -0
  314. package/examples/jsm/shaders/BasicShader.js +36 -0
  315. package/examples/jsm/shaders/BleachBypassShader.js +68 -0
  316. package/examples/jsm/shaders/BlendShader.js +56 -0
  317. package/examples/jsm/shaders/BokehShader.js +151 -0
  318. package/examples/jsm/shaders/BokehShader2.js +404 -0
  319. package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
  320. package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
  321. package/examples/jsm/shaders/ColorifyShader.js +57 -0
  322. package/examples/jsm/shaders/ConvolutionShader.js +74 -0
  323. package/examples/jsm/shaders/CopyShader.js +52 -0
  324. package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
  325. package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
  326. package/examples/jsm/shaders/DigitalGlitch.js +104 -0
  327. package/examples/jsm/shaders/DotScreenShader.js +75 -0
  328. package/examples/jsm/shaders/ExposureShader.js +51 -0
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  1021. package/src/renderers/shaders/ShaderChunk/lightprobes_pars_fragment.glsl.js +80 -0
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  1025. package/src/renderers/shaders/ShaderChunk/lights_lambert_fragment.glsl.js +5 -0
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  1028. package/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js +7 -0
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  1055. package/src/renderers/shaders/ShaderChunk/opaque_fragment.glsl.js +11 -0
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  1057. package/src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js +7 -0
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@@ -0,0 +1,404 @@
1
+ import {
2
+ Vector2
3
+ } from 'three';
4
+
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+ /**
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+ * @module BokehShader2
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+ * @three_import import { BokehShader, BokehDepthShader } from 'three/addons/shaders/BokehShader2.js';
8
+ */
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+
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+ /**
11
+ * Depth-of-field shader with bokeh ported from
12
+ * [GLSL shader by Martins Upitis](http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)).
13
+ *
14
+ * Requires #define RINGS and SAMPLES integers
15
+ *
16
+ * @constant
17
+ * @type {ShaderMaterial~Shader}
18
+ */
19
+ const BokehShader = {
20
+
21
+ name: 'BokehShader',
22
+
23
+ uniforms: {
24
+
25
+ 'textureWidth': { value: 1.0 },
26
+ 'textureHeight': { value: 1.0 },
27
+
28
+ 'focalDepth': { value: 1.0 },
29
+ 'focalLength': { value: 24.0 },
30
+ 'fstop': { value: 0.9 },
31
+
32
+ 'tColor': { value: null },
33
+ 'tDepth': { value: null },
34
+
35
+ 'maxblur': { value: 1.0 },
36
+
37
+ 'showFocus': { value: 0 },
38
+ 'manualdof': { value: 0 },
39
+ 'vignetting': { value: 0 },
40
+ 'depthblur': { value: 0 },
41
+
42
+ 'threshold': { value: 0.5 },
43
+ 'gain': { value: 2.0 },
44
+ 'bias': { value: 0.5 },
45
+ 'fringe': { value: 0.7 },
46
+
47
+ 'znear': { value: 0.1 },
48
+ 'zfar': { value: 100 },
49
+
50
+ 'noise': { value: 1 },
51
+ 'dithering': { value: 0.0001 },
52
+ 'pentagon': { value: 0 },
53
+
54
+ 'shaderFocus': { value: 1 },
55
+ 'focusCoords': { value: new Vector2() }
56
+
57
+
58
+ },
59
+
60
+ vertexShader: /* glsl */`
61
+
62
+ varying vec2 vUv;
63
+
64
+ void main() {
65
+
66
+ vUv = uv;
67
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
68
+
69
+ }`,
70
+
71
+ fragmentShader: /* glsl */`
72
+
73
+ #include <common>
74
+
75
+ varying vec2 vUv;
76
+
77
+ uniform sampler2D tColor;
78
+ uniform sampler2D tDepth;
79
+ uniform float textureWidth;
80
+ uniform float textureHeight;
81
+
82
+ uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
83
+ uniform float focalLength; //focal length in mm
84
+ uniform float fstop; //f-stop value
85
+ uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
86
+
87
+ /*
88
+ make sure that these two values are the same for your camera, otherwise distances will be wrong.
89
+ */
90
+
91
+ uniform float znear; // camera clipping start
92
+ uniform float zfar; // camera clipping end
93
+
94
+ //------------------------------------------
95
+ //user variables
96
+
97
+ const int samples = SAMPLES; //samples on the first ring
98
+ const int rings = RINGS; //ring count
99
+
100
+ const int maxringsamples = rings * samples;
101
+
102
+ uniform bool manualdof; // manual dof calculation
103
+ float ndofstart = 1.0; // near dof blur start
104
+ float ndofdist = 2.0; // near dof blur falloff distance
105
+ float fdofstart = 1.0; // far dof blur start
106
+ float fdofdist = 3.0; // far dof blur falloff distance
107
+
108
+ float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
109
+
110
+ uniform bool vignetting; // use optical lens vignetting
111
+
112
+ float vignout = 1.3; // vignetting outer border
113
+ float vignin = 0.0; // vignetting inner border
114
+ float vignfade = 22.0; // f-stops till vignette fades
115
+
116
+ uniform bool shaderFocus;
117
+ // disable if you use external focalDepth value
118
+
119
+ uniform vec2 focusCoords;
120
+ // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
121
+ // if center of screen use vec2(0.5, 0.5);
122
+
123
+ uniform float maxblur;
124
+ //clamp value of max blur (0.0 = no blur, 1.0 default)
125
+
126
+ uniform float threshold; // highlight threshold;
127
+ uniform float gain; // highlight gain;
128
+
129
+ uniform float bias; // bokeh edge bias
130
+ uniform float fringe; // bokeh chromatic aberration / fringing
131
+
132
+ uniform bool noise; //use noise instead of pattern for sample dithering
133
+
134
+ uniform float dithering;
135
+
136
+ uniform bool depthblur; // blur the depth buffer
137
+ float dbsize = 1.25; // depth blur size
138
+
139
+ /*
140
+ next part is experimental
141
+ not looking good with small sample and ring count
142
+ looks okay starting from samples = 4, rings = 4
143
+ */
144
+
145
+ uniform bool pentagon; //use pentagon as bokeh shape?
146
+ float feather = 0.4; //pentagon shape feather
147
+
148
+ //------------------------------------------
149
+
150
+ float penta(vec2 coords) {
151
+ //pentagonal shape
152
+ float scale = float(rings) - 1.3;
153
+ vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
154
+ vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
155
+ vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
156
+ vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
157
+ vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
158
+ vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
159
+
160
+ vec4 one = vec4( 1.0 );
161
+
162
+ vec4 P = vec4((coords),vec2(scale, scale));
163
+
164
+ vec4 dist = vec4(0.0);
165
+ float inorout = -4.0;
166
+
167
+ dist.x = dot( P, HS0 );
168
+ dist.y = dot( P, HS1 );
169
+ dist.z = dot( P, HS2 );
170
+ dist.w = dot( P, HS3 );
171
+
172
+ dist = smoothstep( -feather, feather, dist );
173
+
174
+ inorout += dot( dist, one );
175
+
176
+ dist.x = dot( P, HS4 );
177
+ dist.y = HS5.w - abs( P.z );
178
+
179
+ dist = smoothstep( -feather, feather, dist );
180
+ inorout += dist.x;
181
+
182
+ return clamp( inorout, 0.0, 1.0 );
183
+ }
184
+
185
+ float bdepth(vec2 coords) {
186
+ // Depth buffer blur
187
+ float d = 0.0;
188
+ float kernel[9];
189
+ vec2 offset[9];
190
+
191
+ vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
192
+
193
+ offset[0] = vec2(-wh.x,-wh.y);
194
+ offset[1] = vec2( 0.0, -wh.y);
195
+ offset[2] = vec2( wh.x -wh.y);
196
+
197
+ offset[3] = vec2(-wh.x, 0.0);
198
+ offset[4] = vec2( 0.0, 0.0);
199
+ offset[5] = vec2( wh.x, 0.0);
200
+
201
+ offset[6] = vec2(-wh.x, wh.y);
202
+ offset[7] = vec2( 0.0, wh.y);
203
+ offset[8] = vec2( wh.x, wh.y);
204
+
205
+ kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
206
+ kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
207
+ kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
208
+
209
+
210
+ for( int i=0; i<9; i++ ) {
211
+ float tmp = texture2D(tDepth, coords + offset[i]).r;
212
+ d += tmp * kernel[i];
213
+ }
214
+
215
+ return d;
216
+ }
217
+
218
+
219
+ vec3 color(vec2 coords,float blur) {
220
+ //processing the sample
221
+
222
+ vec3 col = vec3(0.0);
223
+ vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
224
+
225
+ col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
226
+ col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
227
+ col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
228
+
229
+ vec3 lumcoeff = vec3(0.299,0.587,0.114);
230
+ float lum = dot(col.rgb, lumcoeff);
231
+ float thresh = max((lum-threshold)*gain, 0.0);
232
+ return col+mix(vec3(0.0),col,thresh*blur);
233
+ }
234
+
235
+ vec3 debugFocus(vec3 col, float blur, float depth) {
236
+ float edge = 0.002*depth; //distance based edge smoothing
237
+ float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
238
+ float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
239
+
240
+ col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
241
+ col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
242
+
243
+ return col;
244
+ }
245
+
246
+ float linearize(float depth) {
247
+ return -zfar * znear / (depth * (zfar - znear) - zfar);
248
+ }
249
+
250
+ float vignette() {
251
+ float dist = distance(vUv.xy, vec2(0.5,0.5));
252
+ dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
253
+ return clamp(dist,0.0,1.0);
254
+ }
255
+
256
+ float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
257
+ float rings2 = float(rings);
258
+ float step = PI*2.0 / float(ringsamples);
259
+ float pw = cos(j*step)*i;
260
+ float ph = sin(j*step)*i;
261
+ float p = 1.0;
262
+ if (pentagon) {
263
+ p = penta(vec2(pw,ph));
264
+ }
265
+ col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
266
+ return 1.0 * mix(1.0, i /rings2, bias) * p;
267
+ }
268
+
269
+ void main() {
270
+ //scene depth calculation
271
+
272
+ float depth = linearize(texture2D(tDepth,vUv.xy).x);
273
+
274
+ // Blur depth?
275
+ if ( depthblur ) {
276
+ depth = linearize(bdepth(vUv.xy));
277
+ }
278
+
279
+ //focal plane calculation
280
+
281
+ float fDepth = focalDepth;
282
+
283
+ if (shaderFocus) {
284
+
285
+ fDepth = linearize(texture2D(tDepth,focusCoords).x);
286
+
287
+ }
288
+
289
+ // dof blur factor calculation
290
+
291
+ float blur = 0.0;
292
+
293
+ if (manualdof) {
294
+ float a = depth-fDepth; // Focal plane
295
+ float b = (a-fdofstart)/fdofdist; // Far DoF
296
+ float c = (-a-ndofstart)/ndofdist; // Near Dof
297
+ blur = (a>0.0) ? b : c;
298
+ } else {
299
+ float f = focalLength; // focal length in mm
300
+ float d = fDepth*1000.0; // focal plane in mm
301
+ float o = depth*1000.0; // depth in mm
302
+
303
+ float a = (o*f)/(o-f);
304
+ float b = (d*f)/(d-f);
305
+ float c = (d-f)/(d*fstop*CoC);
306
+
307
+ blur = abs(a-b)*c;
308
+ }
309
+
310
+ blur = clamp(blur,0.0,1.0);
311
+
312
+ // calculation of pattern for dithering
313
+
314
+ vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
315
+
316
+ // getting blur x and y step factor
317
+
318
+ float w = (1.0/textureWidth)*blur*maxblur+noise.x;
319
+ float h = (1.0/textureHeight)*blur*maxblur+noise.y;
320
+
321
+ // calculation of final color
322
+
323
+ vec3 col = vec3(0.0);
324
+
325
+ if(blur < 0.05) {
326
+ //some optimization thingy
327
+ col = texture2D(tColor, vUv.xy).rgb;
328
+ } else {
329
+ col = texture2D(tColor, vUv.xy).rgb;
330
+ float s = 1.0;
331
+ int ringsamples;
332
+
333
+ for (int i = 1; i <= rings; i++) {
334
+ /*unboxstart*/
335
+ ringsamples = i * samples;
336
+
337
+ for (int j = 0 ; j < maxringsamples ; j++) {
338
+ if (j >= ringsamples) break;
339
+ s += gather(float(i), float(j), ringsamples, col, w, h, blur);
340
+ }
341
+ /*unboxend*/
342
+ }
343
+
344
+ col /= s; //divide by sample count
345
+ }
346
+
347
+ if (showFocus) {
348
+ col = debugFocus(col, blur, depth);
349
+ }
350
+
351
+ if (vignetting) {
352
+ col *= vignette();
353
+ }
354
+
355
+ gl_FragColor.rgb = col;
356
+ gl_FragColor.a = 1.0;
357
+
358
+ #include <tonemapping_fragment>
359
+ #include <colorspace_fragment>
360
+ }`
361
+
362
+ };
363
+
364
+ const BokehDepthShader = {
365
+
366
+ name: 'BokehDepthShader',
367
+
368
+ uniforms: {
369
+
370
+ 'mNear': { value: 1.0 },
371
+ 'mFar': { value: 1000.0 },
372
+
373
+ },
374
+
375
+ vertexShader: /* glsl */`
376
+
377
+ varying float vViewZDepth;
378
+
379
+ void main() {
380
+
381
+ #include <begin_vertex>
382
+ #include <project_vertex>
383
+
384
+ vViewZDepth = - mvPosition.z;
385
+
386
+ }`,
387
+
388
+ fragmentShader: /* glsl */`
389
+
390
+ uniform float mNear;
391
+ uniform float mFar;
392
+
393
+ varying float vViewZDepth;
394
+
395
+ void main() {
396
+
397
+ float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
398
+ gl_FragColor = vec4( vec3( color ), 1.0 );
399
+
400
+ }`
401
+
402
+ };
403
+
404
+ export { BokehShader, BokehDepthShader };
@@ -0,0 +1,62 @@
1
+ /**
2
+ * @module BrightnessContrastShader
3
+ * @three_import import { BrightnessContrastShader } from 'three/addons/shaders/BrightnessContrastShader.js';
4
+ */
5
+
6
+ /**
7
+ * Brightness and contrast adjustment {@link https://github.com/evanw/glfx.js}.
8
+ * Brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
9
+ * Contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
10
+ *
11
+ * @constant
12
+ * @type {ShaderMaterial~Shader}
13
+ */
14
+ const BrightnessContrastShader = {
15
+
16
+ name: 'BrightnessContrastShader',
17
+
18
+ uniforms: {
19
+
20
+ 'tDiffuse': { value: null },
21
+ 'brightness': { value: 0 },
22
+ 'contrast': { value: 0 }
23
+
24
+ },
25
+
26
+ vertexShader: /* glsl */`
27
+
28
+ varying vec2 vUv;
29
+
30
+ void main() {
31
+
32
+ vUv = uv;
33
+
34
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
35
+
36
+ }`,
37
+
38
+ fragmentShader: /* glsl */`
39
+
40
+ uniform sampler2D tDiffuse;
41
+ uniform float brightness;
42
+ uniform float contrast;
43
+
44
+ varying vec2 vUv;
45
+
46
+ void main() {
47
+
48
+ gl_FragColor = texture2D( tDiffuse, vUv );
49
+
50
+ gl_FragColor.rgb += brightness;
51
+
52
+ if (contrast > 0.0) {
53
+ gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;
54
+ } else {
55
+ gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;
56
+ }
57
+
58
+ }`
59
+
60
+ };
61
+
62
+ export { BrightnessContrastShader };
@@ -0,0 +1,59 @@
1
+ import {
2
+ Vector3
3
+ } from 'three';
4
+
5
+ /**
6
+ * @module ColorCorrectionShader
7
+ * @three_import import { ColorCorrectionShader } from 'three/addons/shaders/ColorCorrectionShader.js';
8
+ */
9
+
10
+ /**
11
+ * Color correction shader.
12
+ *
13
+ * @constant
14
+ * @type {ShaderMaterial~Shader}
15
+ */
16
+ const ColorCorrectionShader = {
17
+
18
+ name: 'ColorCorrectionShader',
19
+
20
+ uniforms: {
21
+
22
+ 'tDiffuse': { value: null },
23
+ 'powRGB': { value: new Vector3( 2, 2, 2 ) },
24
+ 'mulRGB': { value: new Vector3( 1, 1, 1 ) },
25
+ 'addRGB': { value: new Vector3( 0, 0, 0 ) }
26
+
27
+ },
28
+
29
+ vertexShader: /* glsl */`
30
+
31
+ varying vec2 vUv;
32
+
33
+ void main() {
34
+
35
+ vUv = uv;
36
+
37
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
38
+
39
+ }`,
40
+
41
+ fragmentShader: /* glsl */`
42
+
43
+ uniform sampler2D tDiffuse;
44
+ uniform vec3 powRGB;
45
+ uniform vec3 mulRGB;
46
+ uniform vec3 addRGB;
47
+
48
+ varying vec2 vUv;
49
+
50
+ void main() {
51
+
52
+ gl_FragColor = texture2D( tDiffuse, vUv );
53
+ gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );
54
+
55
+ }`
56
+
57
+ };
58
+
59
+ export { ColorCorrectionShader };
@@ -0,0 +1,57 @@
1
+ import {
2
+ Color
3
+ } from 'three';
4
+
5
+ /**
6
+ * @module ColorifyShader
7
+ * @three_import import { ColorifyShader } from 'three/addons/shaders/ColorifyShader.js';
8
+ */
9
+
10
+ /**
11
+ * Colorify shader.
12
+ *
13
+ * @constant
14
+ * @type {ShaderMaterial~Shader}
15
+ */
16
+ const ColorifyShader = {
17
+
18
+ name: 'ColorifyShader',
19
+
20
+ uniforms: {
21
+
22
+ 'tDiffuse': { value: null },
23
+ 'color': { value: new Color( 0xffffff ) }
24
+
25
+ },
26
+
27
+ vertexShader: /* glsl */`
28
+
29
+ varying vec2 vUv;
30
+
31
+ void main() {
32
+
33
+ vUv = uv;
34
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
35
+
36
+ }`,
37
+
38
+ fragmentShader: /* glsl */`
39
+
40
+ uniform vec3 color;
41
+ uniform sampler2D tDiffuse;
42
+
43
+ varying vec2 vUv;
44
+
45
+ void main() {
46
+
47
+ vec4 texel = texture2D( tDiffuse, vUv );
48
+
49
+ float v = luminance( texel.xyz );
50
+
51
+ gl_FragColor = vec4( v * color, texel.w );
52
+
53
+ }`
54
+
55
+ };
56
+
57
+ export { ColorifyShader };
@@ -0,0 +1,74 @@
1
+ import {
2
+ Vector2
3
+ } from 'three';
4
+
5
+ /**
6
+ * @module ConvolutionShader
7
+ * @three_import import { ConvolutionShader } from 'three/addons/shaders/ConvolutionShader.js';
8
+ */
9
+
10
+ /**
11
+ * Convolution shader ported from o3d sample to WebGL / GLSL.
12
+ *
13
+ * @constant
14
+ * @type {ShaderMaterial~Shader}
15
+ */
16
+ const ConvolutionShader = {
17
+
18
+ name: 'ConvolutionShader',
19
+
20
+ defines: {
21
+
22
+ 'KERNEL_SIZE_FLOAT': '25.0',
23
+ 'KERNEL_SIZE_INT': '25'
24
+
25
+ },
26
+
27
+ uniforms: {
28
+
29
+ 'tDiffuse': { value: null },
30
+ 'uImageIncrement': { value: new Vector2( 0.001953125, 0.0 ) },
31
+ 'cKernel': { value: [] }
32
+
33
+ },
34
+
35
+ vertexShader: /* glsl */`
36
+
37
+ uniform vec2 uImageIncrement;
38
+
39
+ varying vec2 vUv;
40
+
41
+ void main() {
42
+
43
+ vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;
44
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
45
+
46
+ }`,
47
+
48
+ fragmentShader: /* glsl */`
49
+
50
+ uniform float cKernel[ KERNEL_SIZE_INT ];
51
+
52
+ uniform sampler2D tDiffuse;
53
+ uniform vec2 uImageIncrement;
54
+
55
+ varying vec2 vUv;
56
+
57
+ void main() {
58
+
59
+ vec2 imageCoord = vUv;
60
+ vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
61
+
62
+ for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {
63
+
64
+ sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];
65
+ imageCoord += uImageIncrement;
66
+
67
+ }
68
+
69
+ gl_FragColor = sum;
70
+
71
+ }`
72
+ };
73
+
74
+ export { ConvolutionShader };
@@ -0,0 +1,52 @@
1
+ /**
2
+ * @module CopyShader
3
+ * @three_import import { CopyShader } from 'three/addons/shaders/CopyShader.js';
4
+ */
5
+
6
+ /**
7
+ * Full-screen copy shader pass.
8
+ *
9
+ * @constant
10
+ * @type {ShaderMaterial~Shader}
11
+ */
12
+ const CopyShader = {
13
+
14
+ name: 'CopyShader',
15
+
16
+ uniforms: {
17
+
18
+ 'tDiffuse': { value: null },
19
+ 'opacity': { value: 1.0 }
20
+
21
+ },
22
+
23
+ vertexShader: /* glsl */`
24
+
25
+ varying vec2 vUv;
26
+
27
+ void main() {
28
+
29
+ vUv = uv;
30
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
31
+
32
+ }`,
33
+
34
+ fragmentShader: /* glsl */`
35
+
36
+ uniform float opacity;
37
+
38
+ uniform sampler2D tDiffuse;
39
+
40
+ varying vec2 vUv;
41
+
42
+ void main() {
43
+
44
+ vec4 texel = texture2D( tDiffuse, vUv );
45
+ gl_FragColor = opacity * texel;
46
+
47
+
48
+ }`
49
+
50
+ };
51
+
52
+ export { CopyShader };