@gnsx/three 0.184.0
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.
- package/LICENSE +21 -0
- package/README.md +85 -0
- package/build/three.cjs +79695 -0
- package/build/three.core.js +59732 -0
- package/build/three.core.min.js +6 -0
- package/build/three.module.js +19552 -0
- package/build/three.module.min.js +6 -0
- package/build/three.tsl.js +654 -0
- package/build/three.tsl.min.js +6 -0
- package/build/three.webgpu.js +83969 -0
- package/build/three.webgpu.min.js +6 -0
- package/build/three.webgpu.nodes.js +83702 -0
- package/build/three.webgpu.nodes.min.js +6 -0
- package/examples/fonts/LICENSE +13 -0
- package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
- package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
- package/examples/fonts/README.md +11 -0
- package/examples/fonts/droid/NOTICE +190 -0
- package/examples/fonts/droid/README.txt +18 -0
- package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
- package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
- package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
- package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
- package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
- package/examples/fonts/gentilis_bold.typeface.json +1 -0
- package/examples/fonts/gentilis_regular.typeface.json +1 -0
- package/examples/fonts/helvetiker_bold.typeface.json +1 -0
- package/examples/fonts/helvetiker_regular.typeface.json +1 -0
- package/examples/fonts/optimer_bold.typeface.json +1 -0
- package/examples/fonts/optimer_regular.typeface.json +1 -0
- package/examples/fonts/ttf/README.md +9 -0
- package/examples/fonts/ttf/kenpixel.ttf +0 -0
- package/examples/jsm/Addons.js +293 -0
- package/examples/jsm/animation/AnimationClipCreator.js +168 -0
- package/examples/jsm/animation/CCDIKSolver.js +595 -0
- package/examples/jsm/capabilities/WebGL.js +113 -0
- package/examples/jsm/capabilities/WebGPU.js +59 -0
- package/examples/jsm/controls/ArcballControls.js +3539 -0
- package/examples/jsm/controls/DragControls.js +452 -0
- package/examples/jsm/controls/FirstPersonControls.js +451 -0
- package/examples/jsm/controls/FlyControls.js +384 -0
- package/examples/jsm/controls/MapControls.js +116 -0
- package/examples/jsm/controls/OrbitControls.js +1963 -0
- package/examples/jsm/controls/PointerLockControls.js +264 -0
- package/examples/jsm/controls/TrackballControls.js +1001 -0
- package/examples/jsm/controls/TransformControls.js +1950 -0
- package/examples/jsm/csm/CSM.js +598 -0
- package/examples/jsm/csm/CSMFrustum.js +209 -0
- package/examples/jsm/csm/CSMHelper.js +243 -0
- package/examples/jsm/csm/CSMShader.js +307 -0
- package/examples/jsm/csm/CSMShadowNode.js +603 -0
- package/examples/jsm/curves/CurveExtras.js +694 -0
- package/examples/jsm/curves/NURBSCurve.js +155 -0
- package/examples/jsm/curves/NURBSSurface.js +98 -0
- package/examples/jsm/curves/NURBSUtils.js +532 -0
- package/examples/jsm/curves/NURBSVolume.js +82 -0
- package/examples/jsm/effects/AnaglyphEffect.js +274 -0
- package/examples/jsm/effects/AsciiEffect.js +310 -0
- package/examples/jsm/effects/OutlineEffect.js +489 -0
- package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
- package/examples/jsm/effects/StereoEffect.js +91 -0
- package/examples/jsm/environments/ColorEnvironment.js +59 -0
- package/examples/jsm/environments/DebugEnvironment.js +102 -0
- package/examples/jsm/environments/RoomEnvironment.js +185 -0
- package/examples/jsm/exporters/DRACOExporter.js +311 -0
- package/examples/jsm/exporters/EXRExporter.js +618 -0
- package/examples/jsm/exporters/GLTFExporter.js +3738 -0
- package/examples/jsm/exporters/KTX2Exporter.js +347 -0
- package/examples/jsm/exporters/OBJExporter.js +308 -0
- package/examples/jsm/exporters/PLYExporter.js +562 -0
- package/examples/jsm/exporters/STLExporter.js +221 -0
- package/examples/jsm/exporters/USDZExporter.js +1254 -0
- package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
- package/examples/jsm/geometries/ConvexGeometry.js +72 -0
- package/examples/jsm/geometries/DecalGeometry.js +420 -0
- package/examples/jsm/geometries/ParametricFunctions.js +100 -0
- package/examples/jsm/geometries/ParametricGeometry.js +172 -0
- package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
- package/examples/jsm/geometries/TeapotGeometry.js +689 -0
- package/examples/jsm/geometries/TextGeometry.js +102 -0
- package/examples/jsm/gpgpu/BitonicSort.js +715 -0
- package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
- package/examples/jsm/helpers/LightProbeGridHelper.js +221 -0
- package/examples/jsm/helpers/LightProbeHelper.js +165 -0
- package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
- package/examples/jsm/helpers/OctreeHelper.js +109 -0
- package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
- package/examples/jsm/helpers/RapierHelper.js +59 -0
- package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
- package/examples/jsm/helpers/TextureHelper.js +265 -0
- package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
- package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
- package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
- package/examples/jsm/helpers/ViewHelper.js +519 -0
- package/examples/jsm/inspector/Extension.js +13 -0
- package/examples/jsm/inspector/Inspector.js +542 -0
- package/examples/jsm/inspector/RendererInspector.js +425 -0
- package/examples/jsm/inspector/extensions/extensions.json +6 -0
- package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +916 -0
- package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +281 -0
- package/examples/jsm/inspector/tabs/Console.js +238 -0
- package/examples/jsm/inspector/tabs/Memory.js +128 -0
- package/examples/jsm/inspector/tabs/Parameters.js +380 -0
- package/examples/jsm/inspector/tabs/Performance.js +268 -0
- package/examples/jsm/inspector/tabs/Settings.js +264 -0
- package/examples/jsm/inspector/tabs/Timeline.js +1611 -0
- package/examples/jsm/inspector/tabs/Viewer.js +268 -0
- package/examples/jsm/inspector/ui/Graph.js +95 -0
- package/examples/jsm/inspector/ui/Item.js +170 -0
- package/examples/jsm/inspector/ui/List.js +75 -0
- package/examples/jsm/inspector/ui/Profiler.js +2072 -0
- package/examples/jsm/inspector/ui/Style.js +1667 -0
- package/examples/jsm/inspector/ui/Tab.js +265 -0
- package/examples/jsm/inspector/ui/Values.js +476 -0
- package/examples/jsm/inspector/ui/utils.js +69 -0
- package/examples/jsm/interaction/InteractionManager.js +226 -0
- package/examples/jsm/interactive/HTMLMesh.js +601 -0
- package/examples/jsm/interactive/InteractiveGroup.js +224 -0
- package/examples/jsm/interactive/SelectionBox.js +324 -0
- package/examples/jsm/interactive/SelectionHelper.js +150 -0
- package/examples/jsm/libs/ammo.wasm.js +822 -0
- package/examples/jsm/libs/ammo.wasm.wasm +0 -0
- package/examples/jsm/libs/basis/README.md +46 -0
- package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
- package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
- package/examples/jsm/libs/chevrotain.module.min.js +141 -0
- package/examples/jsm/libs/demuxer_mp4.js +109 -0
- package/examples/jsm/libs/draco/README.md +32 -0
- package/examples/jsm/libs/draco/draco_decoder.js +34 -0
- package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
- package/examples/jsm/libs/draco/draco_encoder.js +33 -0
- package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
- package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
- package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
- package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
- package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
- package/examples/jsm/libs/ecsy.module.js +1792 -0
- package/examples/jsm/libs/fflate.module.js +2672 -0
- package/examples/jsm/libs/ktx-parse.module.js +1 -0
- package/examples/jsm/libs/lil-gui.module.min.js +8 -0
- package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
- package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
- package/examples/jsm/libs/mikktspace.module.js +128 -0
- package/examples/jsm/libs/motion-controllers.module.js +397 -0
- package/examples/jsm/libs/opentype.module.js +14506 -0
- package/examples/jsm/libs/potpack.module.js +125 -0
- package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
- package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
- package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
- package/examples/jsm/libs/stats.module.js +167 -0
- package/examples/jsm/libs/surfaceNet.js +201 -0
- package/examples/jsm/libs/tween.module.js +876 -0
- package/examples/jsm/libs/utif.module.js +1665 -0
- package/examples/jsm/libs/zstddec.module.js +1 -0
- package/examples/jsm/lighting/DynamicLighting.js +82 -0
- package/examples/jsm/lighting/LightProbeGrid.js +651 -0
- package/examples/jsm/lighting/TiledLighting.js +42 -0
- package/examples/jsm/lights/LightProbeGenerator.js +337 -0
- package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
- package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
- package/examples/jsm/lines/Line2.js +56 -0
- package/examples/jsm/lines/LineGeometry.js +157 -0
- package/examples/jsm/lines/LineMaterial.js +703 -0
- package/examples/jsm/lines/LineSegments2.js +426 -0
- package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
- package/examples/jsm/lines/Wireframe.js +108 -0
- package/examples/jsm/lines/WireframeGeometry2.js +49 -0
- package/examples/jsm/lines/webgpu/Line2.js +46 -0
- package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
- package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
- package/examples/jsm/loaders/3DMLoader.js +1836 -0
- package/examples/jsm/loaders/3MFLoader.js +1621 -0
- package/examples/jsm/loaders/AMFLoader.js +541 -0
- package/examples/jsm/loaders/BVHLoader.js +484 -0
- package/examples/jsm/loaders/ColladaLoader.js +153 -0
- package/examples/jsm/loaders/DDSLoader.js +385 -0
- package/examples/jsm/loaders/DRACOLoader.js +739 -0
- package/examples/jsm/loaders/EXRLoader.js +3423 -0
- package/examples/jsm/loaders/FBXLoader.js +4580 -0
- package/examples/jsm/loaders/FontLoader.js +260 -0
- package/examples/jsm/loaders/GCodeLoader.js +318 -0
- package/examples/jsm/loaders/GLTFLoader.js +4860 -0
- package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
- package/examples/jsm/loaders/HDRLoader.js +485 -0
- package/examples/jsm/loaders/IESLoader.js +379 -0
- package/examples/jsm/loaders/KMZLoader.js +163 -0
- package/examples/jsm/loaders/KTX2Loader.js +1257 -0
- package/examples/jsm/loaders/KTXLoader.js +197 -0
- package/examples/jsm/loaders/LDrawLoader.js +2510 -0
- package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
- package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
- package/examples/jsm/loaders/LUTImageLoader.js +190 -0
- package/examples/jsm/loaders/LWOLoader.js +1047 -0
- package/examples/jsm/loaders/LottieLoader.js +130 -0
- package/examples/jsm/loaders/MD2Loader.js +435 -0
- package/examples/jsm/loaders/MDDLoader.js +147 -0
- package/examples/jsm/loaders/MTLLoader.js +593 -0
- package/examples/jsm/loaders/MaterialXLoader.js +1104 -0
- package/examples/jsm/loaders/NRRDLoader.js +718 -0
- package/examples/jsm/loaders/OBJLoader.js +955 -0
- package/examples/jsm/loaders/PCDLoader.js +620 -0
- package/examples/jsm/loaders/PDBLoader.js +272 -0
- package/examples/jsm/loaders/PLYLoader.js +805 -0
- package/examples/jsm/loaders/PVRLoader.js +270 -0
- package/examples/jsm/loaders/RGBELoader.js +18 -0
- package/examples/jsm/loaders/STLLoader.js +421 -0
- package/examples/jsm/loaders/SVGLoader.js +3267 -0
- package/examples/jsm/loaders/TDSLoader.js +1142 -0
- package/examples/jsm/loaders/TGALoader.js +538 -0
- package/examples/jsm/loaders/TIFFLoader.js +59 -0
- package/examples/jsm/loaders/TTFLoader.js +261 -0
- package/examples/jsm/loaders/USDLoader.js +279 -0
- package/examples/jsm/loaders/USDZLoader.js +16 -0
- package/examples/jsm/loaders/UltraHDRLoader.js +755 -0
- package/examples/jsm/loaders/VOXLoader.js +919 -0
- package/examples/jsm/loaders/VRMLLoader.js +3646 -0
- package/examples/jsm/loaders/VTKLoader.js +1293 -0
- package/examples/jsm/loaders/XYZLoader.js +143 -0
- package/examples/jsm/loaders/collada/ColladaComposer.js +3044 -0
- package/examples/jsm/loaders/collada/ColladaParser.js +1977 -0
- package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
- package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
- package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
- package/examples/jsm/loaders/usd/USDAParser.js +828 -0
- package/examples/jsm/loaders/usd/USDCParser.js +1878 -0
- package/examples/jsm/loaders/usd/USDComposer.js +4594 -0
- package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
- package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
- package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
- package/examples/jsm/math/Capsule.js +159 -0
- package/examples/jsm/math/ColorConverter.js +58 -0
- package/examples/jsm/math/ColorSpaces.js +147 -0
- package/examples/jsm/math/ConvexHull.js +1695 -0
- package/examples/jsm/math/ImprovedNoise.js +88 -0
- package/examples/jsm/math/Lut.js +317 -0
- package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
- package/examples/jsm/math/OBB.js +535 -0
- package/examples/jsm/math/Octree.js +822 -0
- package/examples/jsm/math/SimplexNoise.js +470 -0
- package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
- package/examples/jsm/misc/GPUComputationRenderer.js +508 -0
- package/examples/jsm/misc/Gyroscope.js +78 -0
- package/examples/jsm/misc/MD2Character.js +391 -0
- package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
- package/examples/jsm/misc/MorphAnimMesh.js +119 -0
- package/examples/jsm/misc/MorphBlendMesh.js +425 -0
- package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
- package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
- package/examples/jsm/misc/RollerCoaster.js +661 -0
- package/examples/jsm/misc/TubePainter.js +599 -0
- package/examples/jsm/misc/Volume.js +520 -0
- package/examples/jsm/misc/VolumeSlice.js +275 -0
- package/examples/jsm/modifiers/CurveModifier.js +374 -0
- package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
- package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
- package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
- package/examples/jsm/modifiers/TessellateModifier.js +340 -0
- package/examples/jsm/objects/GroundedSkybox.js +69 -0
- package/examples/jsm/objects/Lensflare.js +489 -0
- package/examples/jsm/objects/LensflareMesh.js +376 -0
- package/examples/jsm/objects/MarchingCubes.js +1261 -0
- package/examples/jsm/objects/Reflector.js +386 -0
- package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
- package/examples/jsm/objects/Refractor.js +389 -0
- package/examples/jsm/objects/ShadowMesh.js +130 -0
- package/examples/jsm/objects/Sky.js +321 -0
- package/examples/jsm/objects/SkyMesh.js +377 -0
- package/examples/jsm/objects/Water.js +374 -0
- package/examples/jsm/objects/Water2.js +403 -0
- package/examples/jsm/objects/Water2Mesh.js +199 -0
- package/examples/jsm/objects/WaterMesh.js +194 -0
- package/examples/jsm/offscreen/jank.js +45 -0
- package/examples/jsm/offscreen/offscreen.js +8 -0
- package/examples/jsm/offscreen/scene.js +86 -0
- package/examples/jsm/physics/AmmoPhysics.js +359 -0
- package/examples/jsm/physics/JoltPhysics.js +334 -0
- package/examples/jsm/physics/RapierPhysics.js +436 -0
- package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
- package/examples/jsm/postprocessing/BloomPass.js +274 -0
- package/examples/jsm/postprocessing/BokehPass.js +218 -0
- package/examples/jsm/postprocessing/ClearPass.js +97 -0
- package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
- package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
- package/examples/jsm/postprocessing/EffectComposer.js +365 -0
- package/examples/jsm/postprocessing/FXAAPass.js +40 -0
- package/examples/jsm/postprocessing/FilmPass.js +113 -0
- package/examples/jsm/postprocessing/GTAOPass.js +727 -0
- package/examples/jsm/postprocessing/GlitchPass.js +177 -0
- package/examples/jsm/postprocessing/HalftonePass.js +134 -0
- package/examples/jsm/postprocessing/LUTPass.js +138 -0
- package/examples/jsm/postprocessing/MaskPass.js +195 -0
- package/examples/jsm/postprocessing/OutlinePass.js +776 -0
- package/examples/jsm/postprocessing/OutputPass.js +148 -0
- package/examples/jsm/postprocessing/Pass.js +191 -0
- package/examples/jsm/postprocessing/RenderPass.js +193 -0
- package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
- package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
- package/examples/jsm/postprocessing/SAOPass.js +407 -0
- package/examples/jsm/postprocessing/SMAAPass.js +230 -0
- package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
- package/examples/jsm/postprocessing/SSAOPass.js +527 -0
- package/examples/jsm/postprocessing/SSRPass.js +856 -0
- package/examples/jsm/postprocessing/SavePass.js +132 -0
- package/examples/jsm/postprocessing/ShaderPass.js +135 -0
- package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
- package/examples/jsm/postprocessing/TexturePass.js +131 -0
- package/examples/jsm/postprocessing/UnrealBloomPass.js +524 -0
- package/examples/jsm/renderers/CSS2DRenderer.js +328 -0
- package/examples/jsm/renderers/CSS3DRenderer.js +454 -0
- package/examples/jsm/renderers/Projector.js +1154 -0
- package/examples/jsm/renderers/SVGRenderer.js +799 -0
- package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
- package/examples/jsm/shaders/AfterimageShader.js +63 -0
- package/examples/jsm/shaders/BasicShader.js +36 -0
- package/examples/jsm/shaders/BleachBypassShader.js +68 -0
- package/examples/jsm/shaders/BlendShader.js +56 -0
- package/examples/jsm/shaders/BokehShader.js +151 -0
- package/examples/jsm/shaders/BokehShader2.js +404 -0
- package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
- package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
- package/examples/jsm/shaders/ColorifyShader.js +57 -0
- package/examples/jsm/shaders/ConvolutionShader.js +74 -0
- package/examples/jsm/shaders/CopyShader.js +52 -0
- package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
- package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
- package/examples/jsm/shaders/DigitalGlitch.js +104 -0
- package/examples/jsm/shaders/DotScreenShader.js +75 -0
- package/examples/jsm/shaders/ExposureShader.js +51 -0
- package/examples/jsm/shaders/FXAAShader.js +298 -0
- package/examples/jsm/shaders/FilmShader.js +72 -0
- package/examples/jsm/shaders/FocusShader.js +94 -0
- package/examples/jsm/shaders/FreiChenShader.js +103 -0
- package/examples/jsm/shaders/GTAOShader.js +434 -0
- package/examples/jsm/shaders/GammaCorrectionShader.js +52 -0
- package/examples/jsm/shaders/HalftoneShader.js +332 -0
- package/examples/jsm/shaders/HorizontalBlurShader.js +68 -0
- package/examples/jsm/shaders/HorizontalTiltShiftShader.js +70 -0
- package/examples/jsm/shaders/HueSaturationShader.js +74 -0
- package/examples/jsm/shaders/KaleidoShader.js +65 -0
- package/examples/jsm/shaders/LuminosityHighPassShader.js +68 -0
- package/examples/jsm/shaders/LuminosityShader.js +54 -0
- package/examples/jsm/shaders/MirrorShader.js +62 -0
- package/examples/jsm/shaders/NormalMapShader.js +60 -0
- package/examples/jsm/shaders/OutputShader.js +103 -0
- package/examples/jsm/shaders/PoissonDenoiseShader.js +239 -0
- package/examples/jsm/shaders/RGBShiftShader.js +61 -0
- package/examples/jsm/shaders/SAOShader.js +201 -0
- package/examples/jsm/shaders/SMAAShader.js +489 -0
- package/examples/jsm/shaders/SSAOShader.js +331 -0
- package/examples/jsm/shaders/SSRShader.js +396 -0
- package/examples/jsm/shaders/SepiaShader.js +57 -0
- package/examples/jsm/shaders/SobelOperatorShader.js +98 -0
- package/examples/jsm/shaders/SubsurfaceScatteringShader.js +95 -0
- package/examples/jsm/shaders/TechnicolorShader.js +51 -0
- package/examples/jsm/shaders/ToonShader.js +349 -0
- package/examples/jsm/shaders/TriangleBlurShader.js +79 -0
- package/examples/jsm/shaders/UnpackDepthRGBAShader.js +60 -0
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- package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +128 -0
- package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +224 -0
- package/src/renderers/shaders/ShaderLib/meshtoon.glsl.js +118 -0
- package/src/renderers/shaders/ShaderLib/points.glsl.js +87 -0
- package/src/renderers/shaders/ShaderLib/shadow.glsl.js +58 -0
- package/src/renderers/shaders/ShaderLib/sprite.glsl.js +79 -0
- package/src/renderers/shaders/ShaderLib/vsm.glsl.js +51 -0
- package/src/renderers/shaders/ShaderLib.js +362 -0
- package/src/renderers/shaders/UniformsLib.js +234 -0
- package/src/renderers/shaders/UniformsUtils.js +154 -0
- package/src/renderers/webgl/WebGLAnimation.js +54 -0
- package/src/renderers/webgl/WebGLAttributes.js +237 -0
- package/src/renderers/webgl/WebGLBackground.js +303 -0
- package/src/renderers/webgl/WebGLBindingStates.js +666 -0
- package/src/renderers/webgl/WebGLBufferRenderer.js +57 -0
- package/src/renderers/webgl/WebGLCapabilities.js +150 -0
- package/src/renderers/webgl/WebGLClipping.js +171 -0
- package/src/renderers/webgl/WebGLEnvironments.js +228 -0
- package/src/renderers/webgl/WebGLExtensions.js +61 -0
- package/src/renderers/webgl/WebGLGeometries.js +186 -0
- package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +68 -0
- package/src/renderers/webgl/WebGLInfo.js +73 -0
- package/src/renderers/webgl/WebGLLights.js +584 -0
- package/src/renderers/webgl/WebGLMaterials.js +602 -0
- package/src/renderers/webgl/WebGLMorphtargets.js +168 -0
- package/src/renderers/webgl/WebGLObjects.js +94 -0
- package/src/renderers/webgl/WebGLOutput.js +270 -0
- package/src/renderers/webgl/WebGLProgram.js +1031 -0
- package/src/renderers/webgl/WebGLPrograms.js +679 -0
- package/src/renderers/webgl/WebGLProperties.js +55 -0
- package/src/renderers/webgl/WebGLRenderLists.js +253 -0
- package/src/renderers/webgl/WebGLRenderStates.js +124 -0
- package/src/renderers/webgl/WebGLShader.js +12 -0
- package/src/renderers/webgl/WebGLShaderCache.js +124 -0
- package/src/renderers/webgl/WebGLShadowMap.js +600 -0
- package/src/renderers/webgl/WebGLState.js +1370 -0
- package/src/renderers/webgl/WebGLTextures.js +2506 -0
- package/src/renderers/webgl/WebGLUniforms.js +1203 -0
- package/src/renderers/webgl/WebGLUniformsGroups.js +413 -0
- package/src/renderers/webgl/WebGLUtils.js +217 -0
- package/src/renderers/webgl-fallback/WebGLBackend.js +2783 -0
- package/src/renderers/webgl-fallback/WebGLBufferRenderer.js +99 -0
- package/src/renderers/webgl-fallback/nodes/GLSLNodeBuilder.js +1676 -0
- package/src/renderers/webgl-fallback/utils/WebGLAttributeUtils.js +359 -0
- package/src/renderers/webgl-fallback/utils/WebGLCapabilities.js +89 -0
- package/src/renderers/webgl-fallback/utils/WebGLConstants.js +13 -0
- package/src/renderers/webgl-fallback/utils/WebGLExtensions.js +83 -0
- package/src/renderers/webgl-fallback/utils/WebGLState.js +1361 -0
- package/src/renderers/webgl-fallback/utils/WebGLTextureUtils.js +1324 -0
- package/src/renderers/webgl-fallback/utils/WebGLTimestampQueryPool.js +396 -0
- package/src/renderers/webgl-fallback/utils/WebGLUtils.js +317 -0
- package/src/renderers/webgpu/WebGPUBackend.js +2602 -0
- package/src/renderers/webgpu/WebGPURenderer.Nodes.js +69 -0
- package/src/renderers/webgpu/WebGPURenderer.js +107 -0
- package/src/renderers/webgpu/nodes/BasicNodeLibrary.js +66 -0
- package/src/renderers/webgpu/nodes/StandardNodeLibrary.js +100 -0
- package/src/renderers/webgpu/nodes/WGSLNodeBuilder.js +2523 -0
- package/src/renderers/webgpu/nodes/WGSLNodeFunction.js +187 -0
- package/src/renderers/webgpu/nodes/WGSLNodeParser.js +25 -0
- package/src/renderers/webgpu/utils/WebGPUAttributeUtils.js +522 -0
- package/src/renderers/webgpu/utils/WebGPUBindingUtils.js +642 -0
- package/src/renderers/webgpu/utils/WebGPUCapabilities.js +48 -0
- package/src/renderers/webgpu/utils/WebGPUConstants.js +354 -0
- package/src/renderers/webgpu/utils/WebGPUPipelineUtils.js +846 -0
- package/src/renderers/webgpu/utils/WebGPUTexturePassUtils.js +389 -0
- package/src/renderers/webgpu/utils/WebGPUTextureUtils.js +1673 -0
- package/src/renderers/webgpu/utils/WebGPUTimestampQueryPool.js +310 -0
- package/src/renderers/webgpu/utils/WebGPUUtils.js +269 -0
- package/src/renderers/webxr/WebXRController.js +440 -0
- package/src/renderers/webxr/WebXRDepthSensing.js +155 -0
- package/src/renderers/webxr/WebXRManager.js +1103 -0
- package/src/scenes/Fog.js +98 -0
- package/src/scenes/FogExp2.js +86 -0
- package/src/scenes/Scene.js +165 -0
- package/src/textures/CanvasTexture.js +45 -0
- package/src/textures/CompressedArrayTexture.js +89 -0
- package/src/textures/CompressedCubeTexture.js +48 -0
- package/src/textures/CompressedTexture.js +86 -0
- package/src/textures/CubeDepthTexture.js +76 -0
- package/src/textures/CubeTexture.js +81 -0
- package/src/textures/Data3DTexture.js +112 -0
- package/src/textures/DataArrayTexture.js +134 -0
- package/src/textures/DataTexture.js +87 -0
- package/src/textures/DepthTexture.js +104 -0
- package/src/textures/ExternalTexture.js +56 -0
- package/src/textures/FramebufferTexture.js +85 -0
- package/src/textures/HTMLTexture.js +74 -0
- package/src/textures/Source.js +230 -0
- package/src/textures/Texture.js +812 -0
- package/src/textures/VideoFrameTexture.js +72 -0
- package/src/textures/VideoTexture.js +127 -0
- package/src/utils.js +493 -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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* @module SAOShader
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* @three_import import { SAOShader } from 'three/addons/shaders/SAOShader.js';
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*/
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/**
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* SAO shader.
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*
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* Used by {@link SAOPass}.
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*
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* @constant
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* @type {ShaderMaterial~Shader}
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*/
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const SAOShader = {
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name: 'SAOShader',
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defines: {
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'NUM_SAMPLES': 7,
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'NUM_RINGS': 4,
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'DIFFUSE_TEXTURE': 0,
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'PERSPECTIVE_CAMERA': 1
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},
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uniforms: {
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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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'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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'scale': { value: 1.0 },
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'intensity': { value: 0.1 },
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'bias': { value: 0.5 },
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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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varying vec2 vUv;
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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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fragmentShader: /* glsl */`
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#include <common>
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varying vec2 vUv;
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#if DIFFUSE_TEXTURE == 1
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uniform sampler2D tDiffuse;
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#endif
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uniform highp sampler2D tDepth;
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uniform highp sampler2D tNormal;
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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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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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// RGBA depth
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#include <packing>
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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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float getDepth( const in vec2 screenPosition ) {
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return texture2D( tDepth, screenPosition ).x;
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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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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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return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
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}
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vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {
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return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
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}
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float scaleDividedByCameraFar;
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float minResolutionMultipliedByCameraFar;
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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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return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );
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}
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// moving costly divides into consts
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const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
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const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
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float getAmbientOcclusion( const in vec3 centerViewPosition ) {
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// precompute some variables require in getOcclusion.
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scaleDividedByCameraFar = scale / cameraFar;
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minResolutionMultipliedByCameraFar = minResolution * cameraFar;
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vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );
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// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
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float angle = rand( vUv + randomSeed ) * PI2;
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vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;
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vec2 radiusStep = radius;
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float occlusionSum = 0.0;
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float weightSum = 0.0;
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for( int i = 0; i < NUM_SAMPLES; i ++ ) {
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vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
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radius += radiusStep;
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angle += ANGLE_STEP;
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float sampleDepth = getDepth( sampleUv );
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#ifdef USE_REVERSED_DEPTH_BUFFER
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if( sampleDepth <= 0.0 + EPSILON ) {
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continue;
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}
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#else
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if( sampleDepth >= 1.0 - EPSILON ) {
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continue;
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}
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#endif
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float sampleViewZ = getViewZ( sampleDepth );
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vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
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occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
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weightSum += 1.0;
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}
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if( weightSum == 0.0 ) discard;
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return occlusionSum * ( intensity / weightSum );
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}
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void main() {
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float centerDepth = getDepth( vUv );
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#ifdef USE_REVERSED_DEPTH_BUFFER
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if( centerDepth <= 0.0 + EPSILON ) {
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discard;
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}
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#else
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if( centerDepth >= 1.0 - EPSILON ) {
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discard;
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}
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#endif
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float centerViewZ = getViewZ( centerDepth );
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vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );
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float ambientOcclusion = getAmbientOcclusion( viewPosition );
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gl_FragColor = getDefaultColor( vUv );
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gl_FragColor.xyz *= 1.0 - ambientOcclusion;
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}`
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};
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export { SAOShader };
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@@ -0,0 +1,489 @@
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import {
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Vector2
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} from 'three';
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/**
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* WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
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* Preset: SMAA 1x Medium (with color edge detection)
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*
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* References:
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* - {@link https://github.com/iryoku/smaa/releases/tag/v2.8}
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*
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* @module SMAAShader
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* @three_import import { SMAAShader } from 'three/addons/shaders/SMAAShader.js';
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*/
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/**
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* SMAA Edges shader.
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*
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* @constant
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* @type {ShaderMaterial~Shader}
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*/
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const SMAAEdgesShader = {
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name: 'SMAAEdgesShader',
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defines: {
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'SMAA_THRESHOLD': '0.1'
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},
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uniforms: {
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'tDiffuse': { value: null },
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'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
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},
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vertexShader: /* glsl */`
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uniform vec2 resolution;
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varying vec2 vUv;
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varying vec4 vOffset[ 3 ];
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void SMAAEdgeDetectionVS( vec2 texcoord ) {
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vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
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vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
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+
vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
void main() {
|
|
53
|
+
|
|
54
|
+
vUv = uv;
|
|
55
|
+
|
|
56
|
+
SMAAEdgeDetectionVS( vUv );
|
|
57
|
+
|
|
58
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
59
|
+
|
|
60
|
+
}`,
|
|
61
|
+
|
|
62
|
+
fragmentShader: /* glsl */`
|
|
63
|
+
|
|
64
|
+
uniform sampler2D tDiffuse;
|
|
65
|
+
|
|
66
|
+
varying vec2 vUv;
|
|
67
|
+
varying vec4 vOffset[ 3 ];
|
|
68
|
+
|
|
69
|
+
vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
|
|
70
|
+
vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
|
|
71
|
+
|
|
72
|
+
// Calculate color deltas:
|
|
73
|
+
vec4 delta;
|
|
74
|
+
vec3 C = texture2D( colorTex, texcoord ).rgb;
|
|
75
|
+
|
|
76
|
+
vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
|
|
77
|
+
vec3 t = abs( C - Cleft );
|
|
78
|
+
delta.x = max( max( t.r, t.g ), t.b );
|
|
79
|
+
|
|
80
|
+
vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
|
|
81
|
+
t = abs( C - Ctop );
|
|
82
|
+
delta.y = max( max( t.r, t.g ), t.b );
|
|
83
|
+
|
|
84
|
+
// We do the usual threshold:
|
|
85
|
+
vec2 edges = step( threshold, delta.xy );
|
|
86
|
+
|
|
87
|
+
// Then discard if there is no edge:
|
|
88
|
+
if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
|
|
89
|
+
discard;
|
|
90
|
+
|
|
91
|
+
// Calculate right and bottom deltas:
|
|
92
|
+
vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
|
|
93
|
+
t = abs( C - Cright );
|
|
94
|
+
delta.z = max( max( t.r, t.g ), t.b );
|
|
95
|
+
|
|
96
|
+
vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
|
|
97
|
+
t = abs( C - Cbottom );
|
|
98
|
+
delta.w = max( max( t.r, t.g ), t.b );
|
|
99
|
+
|
|
100
|
+
// Calculate the maximum delta in the direct neighborhood:
|
|
101
|
+
float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
|
|
102
|
+
|
|
103
|
+
// Calculate left-left and top-top deltas:
|
|
104
|
+
vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
|
|
105
|
+
t = abs( C - Cleftleft );
|
|
106
|
+
delta.z = max( max( t.r, t.g ), t.b );
|
|
107
|
+
|
|
108
|
+
vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
|
|
109
|
+
t = abs( C - Ctoptop );
|
|
110
|
+
delta.w = max( max( t.r, t.g ), t.b );
|
|
111
|
+
|
|
112
|
+
// Calculate the final maximum delta:
|
|
113
|
+
maxDelta = max( max( maxDelta, delta.z ), delta.w );
|
|
114
|
+
|
|
115
|
+
// Local contrast adaptation in action:
|
|
116
|
+
edges.xy *= step( 0.5 * maxDelta, delta.xy );
|
|
117
|
+
|
|
118
|
+
return vec4( edges, 0.0, 0.0 );
|
|
119
|
+
}
|
|
120
|
+
|
|
121
|
+
void main() {
|
|
122
|
+
|
|
123
|
+
gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
|
|
124
|
+
|
|
125
|
+
}`
|
|
126
|
+
|
|
127
|
+
};
|
|
128
|
+
|
|
129
|
+
/**
|
|
130
|
+
* SMAA Weights shader.
|
|
131
|
+
*
|
|
132
|
+
* @constant
|
|
133
|
+
* @type {ShaderMaterial~Shader}
|
|
134
|
+
*/
|
|
135
|
+
const SMAAWeightsShader = {
|
|
136
|
+
|
|
137
|
+
name: 'SMAAWeightsShader',
|
|
138
|
+
|
|
139
|
+
defines: {
|
|
140
|
+
|
|
141
|
+
'SMAA_MAX_SEARCH_STEPS': '8',
|
|
142
|
+
'SMAA_AREATEX_MAX_DISTANCE': '16',
|
|
143
|
+
'SMAA_AREATEX_PIXEL_SIZE': '( 1.0 / vec2( 160.0, 560.0 ) )',
|
|
144
|
+
'SMAA_AREATEX_SUBTEX_SIZE': '( 1.0 / 7.0 )'
|
|
145
|
+
|
|
146
|
+
},
|
|
147
|
+
|
|
148
|
+
uniforms: {
|
|
149
|
+
|
|
150
|
+
'tDiffuse': { value: null },
|
|
151
|
+
'tArea': { value: null },
|
|
152
|
+
'tSearch': { value: null },
|
|
153
|
+
'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
|
|
154
|
+
|
|
155
|
+
},
|
|
156
|
+
|
|
157
|
+
vertexShader: /* glsl */`
|
|
158
|
+
|
|
159
|
+
uniform vec2 resolution;
|
|
160
|
+
|
|
161
|
+
varying vec2 vUv;
|
|
162
|
+
varying vec4 vOffset[ 3 ];
|
|
163
|
+
varying vec2 vPixcoord;
|
|
164
|
+
|
|
165
|
+
void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
|
|
166
|
+
vPixcoord = texcoord / resolution;
|
|
167
|
+
|
|
168
|
+
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
|
|
169
|
+
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
|
|
170
|
+
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
|
|
171
|
+
|
|
172
|
+
// And these for the searches, they indicate the ends of the loops:
|
|
173
|
+
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 );
|
|
174
|
+
|
|
175
|
+
}
|
|
176
|
+
|
|
177
|
+
void main() {
|
|
178
|
+
|
|
179
|
+
vUv = uv;
|
|
180
|
+
|
|
181
|
+
SMAABlendingWeightCalculationVS( vUv );
|
|
182
|
+
|
|
183
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
184
|
+
|
|
185
|
+
}`,
|
|
186
|
+
|
|
187
|
+
fragmentShader: /* glsl */`
|
|
188
|
+
|
|
189
|
+
#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
|
|
190
|
+
|
|
191
|
+
uniform sampler2D tDiffuse;
|
|
192
|
+
uniform sampler2D tArea;
|
|
193
|
+
uniform sampler2D tSearch;
|
|
194
|
+
uniform vec2 resolution;
|
|
195
|
+
|
|
196
|
+
varying vec2 vUv;
|
|
197
|
+
varying vec4 vOffset[3];
|
|
198
|
+
varying vec2 vPixcoord;
|
|
199
|
+
|
|
200
|
+
#if __VERSION__ == 100
|
|
201
|
+
vec2 round( vec2 x ) {
|
|
202
|
+
return sign( x ) * floor( abs( x ) + 0.5 );
|
|
203
|
+
}
|
|
204
|
+
#endif
|
|
205
|
+
|
|
206
|
+
float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
|
|
207
|
+
// Not required if searchTex accesses are set to point:
|
|
208
|
+
// float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
|
|
209
|
+
// e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
|
|
210
|
+
// e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
|
|
211
|
+
e.r = bias + e.r * scale;
|
|
212
|
+
return 255.0 * texture2D( searchTex, e, 0.0 ).r;
|
|
213
|
+
}
|
|
214
|
+
|
|
215
|
+
float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
|
|
216
|
+
/**
|
|
217
|
+
* @PSEUDO_GATHER4
|
|
218
|
+
* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
|
|
219
|
+
* sample between edge, thus fetching four edges in a row.
|
|
220
|
+
* Sampling with different offsets in each direction allows to disambiguate
|
|
221
|
+
* which edges are active from the four fetched ones.
|
|
222
|
+
*/
|
|
223
|
+
vec2 e = vec2( 0.0, 1.0 );
|
|
224
|
+
|
|
225
|
+
for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
|
|
226
|
+
e = texture2D( edgesTex, texcoord, 0.0 ).rg;
|
|
227
|
+
texcoord -= vec2( 2.0, 0.0 ) * resolution;
|
|
228
|
+
if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
|
|
229
|
+
}
|
|
230
|
+
|
|
231
|
+
// We correct the previous (-0.25, -0.125) offset we applied:
|
|
232
|
+
texcoord.x += 0.25 * resolution.x;
|
|
233
|
+
|
|
234
|
+
// The searches are bias by 1, so adjust the coords accordingly:
|
|
235
|
+
texcoord.x += resolution.x;
|
|
236
|
+
|
|
237
|
+
// Disambiguate the length added by the last step:
|
|
238
|
+
texcoord.x += 2.0 * resolution.x; // Undo last step
|
|
239
|
+
texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
|
|
240
|
+
|
|
241
|
+
return texcoord.x;
|
|
242
|
+
}
|
|
243
|
+
|
|
244
|
+
float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
|
|
245
|
+
vec2 e = vec2( 0.0, 1.0 );
|
|
246
|
+
|
|
247
|
+
for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
|
|
248
|
+
e = texture2D( edgesTex, texcoord, 0.0 ).rg;
|
|
249
|
+
texcoord += vec2( 2.0, 0.0 ) * resolution;
|
|
250
|
+
if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
|
|
251
|
+
}
|
|
252
|
+
|
|
253
|
+
texcoord.x -= 0.25 * resolution.x;
|
|
254
|
+
texcoord.x -= resolution.x;
|
|
255
|
+
texcoord.x -= 2.0 * resolution.x;
|
|
256
|
+
texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
|
|
257
|
+
|
|
258
|
+
return texcoord.x;
|
|
259
|
+
}
|
|
260
|
+
|
|
261
|
+
float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
|
|
262
|
+
vec2 e = vec2( 1.0, 0.0 );
|
|
263
|
+
|
|
264
|
+
for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
|
|
265
|
+
e = texture2D( edgesTex, texcoord, 0.0 ).rg;
|
|
266
|
+
texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
|
|
267
|
+
if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
|
|
271
|
+
texcoord.y -= resolution.y; // WebGL port note: Changed sign
|
|
272
|
+
texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
|
|
273
|
+
texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
|
|
274
|
+
|
|
275
|
+
return texcoord.y;
|
|
276
|
+
}
|
|
277
|
+
|
|
278
|
+
float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
|
|
279
|
+
vec2 e = vec2( 1.0, 0.0 );
|
|
280
|
+
|
|
281
|
+
for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
|
|
282
|
+
e = texture2D( edgesTex, texcoord, 0.0 ).rg;
|
|
283
|
+
texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
|
|
284
|
+
if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
|
|
285
|
+
}
|
|
286
|
+
|
|
287
|
+
texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
|
|
288
|
+
texcoord.y += resolution.y; // WebGL port note: Changed sign
|
|
289
|
+
texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
|
|
290
|
+
texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
|
|
291
|
+
|
|
292
|
+
return texcoord.y;
|
|
293
|
+
}
|
|
294
|
+
|
|
295
|
+
vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
|
|
296
|
+
// Rounding prevents precision errors of bilinear filtering:
|
|
297
|
+
vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
|
|
298
|
+
|
|
299
|
+
// We do a scale and bias for mapping to texel space:
|
|
300
|
+
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
|
|
301
|
+
|
|
302
|
+
// Move to proper place, according to the subpixel offset:
|
|
303
|
+
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
|
|
304
|
+
|
|
305
|
+
return texture2D( areaTex, texcoord, 0.0 ).rg;
|
|
306
|
+
}
|
|
307
|
+
|
|
308
|
+
vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
|
|
309
|
+
vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
|
|
310
|
+
|
|
311
|
+
vec2 e = texture2D( edgesTex, texcoord ).rg;
|
|
312
|
+
|
|
313
|
+
if ( e.g > 0.0 ) { // Edge at north
|
|
314
|
+
vec2 d;
|
|
315
|
+
|
|
316
|
+
// Find the distance to the left:
|
|
317
|
+
vec2 coords;
|
|
318
|
+
coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
|
|
319
|
+
coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
|
|
320
|
+
d.x = coords.x;
|
|
321
|
+
|
|
322
|
+
// Now fetch the left crossing edges, two at a time using bilinear
|
|
323
|
+
// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
|
|
324
|
+
// discern what value each edge has:
|
|
325
|
+
float e1 = texture2D( edgesTex, coords, 0.0 ).r;
|
|
326
|
+
|
|
327
|
+
// Find the distance to the right:
|
|
328
|
+
coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
|
|
329
|
+
d.y = coords.x;
|
|
330
|
+
|
|
331
|
+
// We want the distances to be in pixel units (doing this here allow to
|
|
332
|
+
// better interleave arithmetic and memory accesses):
|
|
333
|
+
d = d / resolution.x - pixcoord.x;
|
|
334
|
+
|
|
335
|
+
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
|
336
|
+
// quadratically:
|
|
337
|
+
vec2 sqrt_d = sqrt( abs( d ) );
|
|
338
|
+
|
|
339
|
+
// Fetch the right crossing edges:
|
|
340
|
+
coords.y -= 1.0 * resolution.y; // WebGL port note: Added
|
|
341
|
+
float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
|
|
342
|
+
|
|
343
|
+
// Ok, we know how this pattern looks like, now it is time for getting
|
|
344
|
+
// the actual area:
|
|
345
|
+
weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
|
|
346
|
+
}
|
|
347
|
+
|
|
348
|
+
if ( e.r > 0.0 ) { // Edge at west
|
|
349
|
+
vec2 d;
|
|
350
|
+
|
|
351
|
+
// Find the distance to the top:
|
|
352
|
+
vec2 coords;
|
|
353
|
+
|
|
354
|
+
coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
|
|
355
|
+
coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
|
|
356
|
+
d.x = coords.y;
|
|
357
|
+
|
|
358
|
+
// Fetch the top crossing edges:
|
|
359
|
+
float e1 = texture2D( edgesTex, coords, 0.0 ).g;
|
|
360
|
+
|
|
361
|
+
// Find the distance to the bottom:
|
|
362
|
+
coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
|
|
363
|
+
d.y = coords.y;
|
|
364
|
+
|
|
365
|
+
// We want the distances to be in pixel units:
|
|
366
|
+
d = d / resolution.y - pixcoord.y;
|
|
367
|
+
|
|
368
|
+
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
|
369
|
+
// quadratically:
|
|
370
|
+
vec2 sqrt_d = sqrt( abs( d ) );
|
|
371
|
+
|
|
372
|
+
// Fetch the bottom crossing edges:
|
|
373
|
+
coords.y -= 1.0 * resolution.y; // WebGL port note: Added
|
|
374
|
+
float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
|
|
375
|
+
|
|
376
|
+
// Get the area for this direction:
|
|
377
|
+
weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
|
|
378
|
+
}
|
|
379
|
+
|
|
380
|
+
return weights;
|
|
381
|
+
}
|
|
382
|
+
|
|
383
|
+
void main() {
|
|
384
|
+
|
|
385
|
+
gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
|
|
386
|
+
|
|
387
|
+
}`
|
|
388
|
+
|
|
389
|
+
};
|
|
390
|
+
|
|
391
|
+
/**
|
|
392
|
+
* SMAA Blend shader.
|
|
393
|
+
*
|
|
394
|
+
* @constant
|
|
395
|
+
* @type {ShaderMaterial~Shader}
|
|
396
|
+
*/
|
|
397
|
+
const SMAABlendShader = {
|
|
398
|
+
|
|
399
|
+
name: 'SMAABlendShader',
|
|
400
|
+
|
|
401
|
+
uniforms: {
|
|
402
|
+
|
|
403
|
+
'tDiffuse': { value: null },
|
|
404
|
+
'tColor': { value: null },
|
|
405
|
+
'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
|
|
406
|
+
|
|
407
|
+
},
|
|
408
|
+
|
|
409
|
+
vertexShader: /* glsl */`
|
|
410
|
+
|
|
411
|
+
uniform vec2 resolution;
|
|
412
|
+
|
|
413
|
+
varying vec2 vUv;
|
|
414
|
+
varying vec4 vOffset[ 2 ];
|
|
415
|
+
|
|
416
|
+
void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
|
|
417
|
+
vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
|
|
418
|
+
vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
|
|
419
|
+
}
|
|
420
|
+
|
|
421
|
+
void main() {
|
|
422
|
+
|
|
423
|
+
vUv = uv;
|
|
424
|
+
|
|
425
|
+
SMAANeighborhoodBlendingVS( vUv );
|
|
426
|
+
|
|
427
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
428
|
+
|
|
429
|
+
}`,
|
|
430
|
+
|
|
431
|
+
fragmentShader: /* glsl */`
|
|
432
|
+
|
|
433
|
+
uniform sampler2D tDiffuse;
|
|
434
|
+
uniform sampler2D tColor;
|
|
435
|
+
uniform vec2 resolution;
|
|
436
|
+
|
|
437
|
+
varying vec2 vUv;
|
|
438
|
+
varying vec4 vOffset[ 2 ];
|
|
439
|
+
|
|
440
|
+
vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
|
|
441
|
+
// Fetch the blending weights for current pixel:
|
|
442
|
+
vec4 a;
|
|
443
|
+
a.xz = texture2D( blendTex, texcoord ).xz;
|
|
444
|
+
a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
|
|
445
|
+
a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
|
|
446
|
+
|
|
447
|
+
// Is there any blending weight with a value greater than 0.0?
|
|
448
|
+
if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
|
|
449
|
+
return texture2D( colorTex, texcoord, 0.0 );
|
|
450
|
+
} else {
|
|
451
|
+
// Up to 4 lines can be crossing a pixel (one through each edge). We
|
|
452
|
+
// favor blending by choosing the line with the maximum weight for each
|
|
453
|
+
// direction:
|
|
454
|
+
vec2 offset;
|
|
455
|
+
offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
|
|
456
|
+
offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
|
|
457
|
+
|
|
458
|
+
// Then we go in the direction that has the maximum weight:
|
|
459
|
+
if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
|
|
460
|
+
offset.y = 0.0;
|
|
461
|
+
} else {
|
|
462
|
+
offset.x = 0.0;
|
|
463
|
+
}
|
|
464
|
+
|
|
465
|
+
// Fetch the opposite color and lerp by hand:
|
|
466
|
+
vec4 C = texture2D( colorTex, texcoord, 0.0 );
|
|
467
|
+
texcoord += sign( offset ) * resolution;
|
|
468
|
+
vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
|
|
469
|
+
float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
|
|
470
|
+
|
|
471
|
+
// WebGL port note: Added gamma correction
|
|
472
|
+
C.xyz = pow(C.xyz, vec3(2.2));
|
|
473
|
+
Cop.xyz = pow(Cop.xyz, vec3(2.2));
|
|
474
|
+
vec4 mixed = mix(C, Cop, s);
|
|
475
|
+
mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
|
|
476
|
+
|
|
477
|
+
return mixed;
|
|
478
|
+
}
|
|
479
|
+
}
|
|
480
|
+
|
|
481
|
+
void main() {
|
|
482
|
+
|
|
483
|
+
gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
|
|
484
|
+
|
|
485
|
+
}`
|
|
486
|
+
|
|
487
|
+
};
|
|
488
|
+
|
|
489
|
+
export { SMAAEdgesShader, SMAAWeightsShader, SMAABlendShader };
|