@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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  1019. package/src/renderers/shaders/ShaderChunk/iridescence_pars_fragment.glsl.js +14 -0
  1020. package/src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js +8 -0
  1021. package/src/renderers/shaders/ShaderChunk/lightprobes_pars_fragment.glsl.js +80 -0
  1022. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +213 -0
  1023. package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +19 -0
  1024. package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +44 -0
  1025. package/src/renderers/shaders/ShaderChunk/lights_lambert_fragment.glsl.js +5 -0
  1026. package/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +28 -0
  1027. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +216 -0
  1028. package/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js +7 -0
  1029. package/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +32 -0
  1030. package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +161 -0
  1031. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +656 -0
  1032. package/src/renderers/shaders/ShaderChunk/lights_toon_fragment.glsl.js +4 -0
  1033. package/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js +26 -0
  1034. package/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js +9 -0
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  1038. package/src/renderers/shaders/ShaderChunk/map_fragment.glsl.js +17 -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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  1065. package/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js +10 -0
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@@ -0,0 +1,331 @@
1
+ import {
2
+ Matrix4,
3
+ Vector2
4
+ } from 'three';
5
+
6
+ /**
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+ * @module SSAOShader
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+ * @three_import import { SSAOShader } from 'three/addons/shaders/SSAOShader.js';
9
+ */
10
+
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+ /**
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+ * SSAO shader.
13
+ *
14
+ * References:
15
+ * - {@link http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html}
16
+ * - {@link https://learnopengl.com/Advanced-Lighting/SSAO}
17
+ * - {@link https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl}
18
+ *
19
+ * @constant
20
+ * @type {ShaderMaterial~Shader}
21
+ */
22
+ const SSAOShader = {
23
+
24
+ name: 'SSAOShader',
25
+
26
+ defines: {
27
+ 'PERSPECTIVE_CAMERA': 1,
28
+ 'KERNEL_SIZE': 32
29
+ },
30
+
31
+ uniforms: {
32
+
33
+ 'tNormal': { value: null },
34
+ 'tDepth': { value: null },
35
+ 'tNoise': { value: null },
36
+ 'kernel': { value: null },
37
+ 'cameraNear': { value: null },
38
+ 'cameraFar': { value: null },
39
+ 'resolution': { value: new Vector2() },
40
+ 'cameraProjectionMatrix': { value: new Matrix4() },
41
+ 'cameraInverseProjectionMatrix': { value: new Matrix4() },
42
+ 'kernelRadius': { value: 8 },
43
+ 'minDistance': { value: 0.005 },
44
+ 'maxDistance': { value: 0.05 },
45
+
46
+ },
47
+
48
+ vertexShader: /* glsl */`
49
+
50
+ varying vec2 vUv;
51
+
52
+ void main() {
53
+
54
+ vUv = uv;
55
+
56
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
57
+
58
+ }`,
59
+
60
+ fragmentShader: /* glsl */`
61
+ uniform highp sampler2D tNormal;
62
+ uniform highp sampler2D tDepth;
63
+ uniform sampler2D tNoise;
64
+
65
+ uniform vec3 kernel[ KERNEL_SIZE ];
66
+
67
+ uniform vec2 resolution;
68
+
69
+ uniform float cameraNear;
70
+ uniform float cameraFar;
71
+ uniform mat4 cameraProjectionMatrix;
72
+ uniform mat4 cameraInverseProjectionMatrix;
73
+
74
+ uniform float kernelRadius;
75
+ uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference
76
+ uniform float maxDistance; // avoid the influence of fragments which are too far away
77
+
78
+ varying vec2 vUv;
79
+
80
+ #include <packing>
81
+
82
+ #ifdef USE_REVERSED_DEPTH_BUFFER
83
+
84
+ const float depthThreshold = 0.0;
85
+
86
+ #else
87
+
88
+ const float depthThreshold = 1.0;
89
+
90
+ #endif
91
+
92
+ float getDepth( const in vec2 screenPosition ) {
93
+
94
+ return texture2D( tDepth, screenPosition ).x;
95
+
96
+ }
97
+
98
+ float getLinearDepth( const in vec2 screenPosition ) {
99
+
100
+ #if PERSPECTIVE_CAMERA == 1
101
+
102
+ float fragCoordZ = texture2D( tDepth, screenPosition ).x;
103
+ float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
104
+ return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
105
+
106
+ #else
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+
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+ return texture2D( tDepth, screenPosition ).x;
109
+
110
+ #endif
111
+
112
+ }
113
+
114
+ float getViewZ( const in float depth ) {
115
+
116
+ #if PERSPECTIVE_CAMERA == 1
117
+
118
+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
119
+
120
+ #else
121
+
122
+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
123
+
124
+ #endif
125
+
126
+ }
127
+
128
+ vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
129
+
130
+ float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
131
+
132
+ vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
133
+
134
+ clipPosition *= clipW; // unprojection.
135
+
136
+ return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
137
+
138
+ }
139
+
140
+ vec3 getViewNormal( const in vec2 screenPosition ) {
141
+
142
+ return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
143
+
144
+ }
145
+
146
+ void main() {
147
+
148
+ float depth = getDepth( vUv );
149
+
150
+ if ( depth == depthThreshold ) {
151
+
152
+ gl_FragColor = vec4( 1.0 ); // don't influence background
153
+
154
+ } else {
155
+
156
+ float viewZ = getViewZ( depth );
157
+
158
+ vec3 viewPosition = getViewPosition( vUv, depth, viewZ );
159
+ vec3 viewNormal = getViewNormal( vUv );
160
+
161
+ vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );
162
+ vec3 random = vec3( texture2D( tNoise, vUv * noiseScale ).r );
163
+
164
+ // compute matrix used to reorient a kernel vector
165
+
166
+ vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );
167
+ vec3 bitangent = cross( viewNormal, tangent );
168
+ mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );
169
+
170
+ float occlusion = 0.0;
171
+
172
+ for ( int i = 0; i < KERNEL_SIZE; i ++ ) {
173
+
174
+ vec3 sampleVector = kernelMatrix * kernel[ i ]; // reorient sample vector in view space
175
+ vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius ); // calculate sample point
176
+
177
+ vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 ); // project point and calculate NDC
178
+ samplePointNDC /= samplePointNDC.w;
179
+
180
+ vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5; // compute uv coordinates
181
+
182
+ float realDepth = getLinearDepth( samplePointUv ); // get linear depth from depth texture
183
+ float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar ); // compute linear depth of the sample view Z value
184
+ float delta = sampleDepth - realDepth;
185
+
186
+ if ( delta > minDistance && delta < maxDistance ) { // if fragment is before sample point, increase occlusion
187
+
188
+ occlusion += 1.0;
189
+
190
+ }
191
+
192
+ }
193
+
194
+ occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );
195
+
196
+ gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );
197
+
198
+ }
199
+
200
+ }`
201
+
202
+ };
203
+
204
+ /**
205
+ * SSAO depth shader.
206
+ *
207
+ * @constant
208
+ * @type {ShaderMaterial~Shader}
209
+ */
210
+ const SSAODepthShader = {
211
+
212
+ name: 'SSAODepthShader',
213
+
214
+ defines: {
215
+ 'PERSPECTIVE_CAMERA': 1
216
+ },
217
+
218
+ uniforms: {
219
+
220
+ 'tDepth': { value: null },
221
+ 'cameraNear': { value: null },
222
+ 'cameraFar': { value: null },
223
+
224
+ },
225
+
226
+ vertexShader:
227
+
228
+ `varying vec2 vUv;
229
+
230
+ void main() {
231
+
232
+ vUv = uv;
233
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
234
+
235
+ }`,
236
+
237
+ fragmentShader:
238
+
239
+ `uniform sampler2D tDepth;
240
+
241
+ uniform float cameraNear;
242
+ uniform float cameraFar;
243
+
244
+ varying vec2 vUv;
245
+
246
+ #include <packing>
247
+
248
+ float getLinearDepth( const in vec2 screenPosition ) {
249
+
250
+ #if PERSPECTIVE_CAMERA == 1
251
+
252
+ float fragCoordZ = texture2D( tDepth, screenPosition ).x;
253
+ float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
254
+ return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
255
+
256
+ #else
257
+
258
+ return texture2D( tDepth, screenPosition ).x;
259
+
260
+ #endif
261
+
262
+ }
263
+
264
+ void main() {
265
+
266
+ float depth = getLinearDepth( vUv );
267
+ gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );
268
+
269
+ }`
270
+
271
+ };
272
+
273
+ /**
274
+ * SSAO blur shader.
275
+ *
276
+ * @constant
277
+ * @type {Object}
278
+ */
279
+ const SSAOBlurShader = {
280
+
281
+ name: 'SSAOBlurShader',
282
+
283
+ uniforms: {
284
+
285
+ 'tDiffuse': { value: null },
286
+ 'resolution': { value: new Vector2() }
287
+
288
+ },
289
+
290
+ vertexShader:
291
+
292
+ `varying vec2 vUv;
293
+
294
+ void main() {
295
+
296
+ vUv = uv;
297
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
298
+
299
+ }`,
300
+
301
+ fragmentShader:
302
+
303
+ `uniform sampler2D tDiffuse;
304
+
305
+ uniform vec2 resolution;
306
+
307
+ varying vec2 vUv;
308
+
309
+ void main() {
310
+
311
+ vec2 texelSize = ( 1.0 / resolution );
312
+ float result = 0.0;
313
+
314
+ for ( int i = - 2; i <= 2; i ++ ) {
315
+
316
+ for ( int j = - 2; j <= 2; j ++ ) {
317
+
318
+ vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;
319
+ result += texture2D( tDiffuse, vUv + offset ).r;
320
+
321
+ }
322
+
323
+ }
324
+
325
+ gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );
326
+
327
+ }`
328
+
329
+ };
330
+
331
+ export { SSAOShader, SSAODepthShader, SSAOBlurShader };
@@ -0,0 +1,396 @@
1
+ import {
2
+ Matrix4,
3
+ Vector2
4
+ } from 'three';
5
+
6
+
7
+ /**
8
+ * A collection of shaders used for SSR.
9
+ *
10
+ * References:
11
+ * - [3D Game Shaders For Beginners, Screen Space Reflection (SSR)](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html).
12
+ *
13
+ * @module SSRShader
14
+ * @three_import import * as SSRShader from 'three/addons/shaders/SSRShader.js';
15
+ */
16
+
17
+ /**
18
+ * SSR shader.
19
+ *
20
+ * @constant
21
+ * @type {ShaderMaterial~Shader}
22
+ */
23
+ const SSRShader = {
24
+
25
+ name: 'SSRShader',
26
+
27
+ defines: {
28
+ MAX_STEP: 0,
29
+ PERSPECTIVE_CAMERA: true,
30
+ DISTANCE_ATTENUATION: true,
31
+ FRESNEL: true,
32
+ INFINITE_THICK: false,
33
+ SELECTIVE: false,
34
+ },
35
+
36
+ uniforms: {
37
+
38
+ 'tDiffuse': { value: null },
39
+ 'tNormal': { value: null },
40
+ 'tMetalness': { value: null },
41
+ 'tDepth': { value: null },
42
+ 'cameraNear': { value: null },
43
+ 'cameraFar': { value: null },
44
+ 'resolution': { value: new Vector2() },
45
+ 'cameraProjectionMatrix': { value: new Matrix4() },
46
+ 'cameraInverseProjectionMatrix': { value: new Matrix4() },
47
+ 'opacity': { value: .5 },
48
+ 'maxDistance': { value: 180 },
49
+ 'cameraRange': { value: 0 },
50
+ 'thickness': { value: .018 }
51
+
52
+ },
53
+
54
+ vertexShader: /* glsl */`
55
+
56
+ varying vec2 vUv;
57
+
58
+ void main() {
59
+
60
+ vUv = uv;
61
+
62
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
63
+
64
+ }
65
+
66
+ `,
67
+
68
+ fragmentShader: /* glsl */`
69
+ // precision highp float;
70
+ precision highp sampler2D;
71
+ varying vec2 vUv;
72
+ uniform sampler2D tDepth;
73
+ uniform sampler2D tNormal;
74
+ uniform sampler2D tMetalness;
75
+ uniform sampler2D tDiffuse;
76
+ uniform float cameraRange;
77
+ uniform vec2 resolution;
78
+ uniform float opacity;
79
+ uniform float cameraNear;
80
+ uniform float cameraFar;
81
+ uniform float maxDistance;
82
+ uniform float thickness;
83
+ uniform mat4 cameraProjectionMatrix;
84
+ uniform mat4 cameraInverseProjectionMatrix;
85
+ #include <packing>
86
+ float pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {
87
+ //x0: point, x1: linePointA, x2: linePointB
88
+ //https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
89
+ return length(cross(x0-x1,x0-x2))/length(x2-x1);
90
+ }
91
+ float pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){
92
+ // https://mathworld.wolfram.com/Point-PlaneDistance.html
93
+ //// https://en.wikipedia.org/wiki/Plane_(geometry)
94
+ //// http://paulbourke.net/geometry/pointlineplane/
95
+ float a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;
96
+ float x0=point.x,y0=point.y,z0=point.z;
97
+ float x=planePoint.x,y=planePoint.y,z=planePoint.z;
98
+ float d=-(a*x+b*y+c*z);
99
+ float distance=a*x0+b*y0+c*z0+d;
100
+ return distance;
101
+ }
102
+ float getDepth( const in vec2 uv ) {
103
+ return texture2D( tDepth, uv ).x;
104
+ }
105
+ float getViewZ( const in float depth ) {
106
+ #ifdef PERSPECTIVE_CAMERA
107
+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
108
+ #else
109
+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
110
+ #endif
111
+ }
112
+ vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {
113
+ vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc
114
+ clipPosition *= clipW; //clip
115
+ return ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view
116
+ }
117
+ vec3 getViewNormal( const in vec2 uv ) {
118
+ return unpackRGBToNormal( texture2D( tNormal, uv ).xyz );
119
+ }
120
+ vec2 viewPositionToXY(vec3 viewPosition){
121
+ vec2 xy;
122
+ vec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);
123
+ xy=clip.xy;//clip
124
+ float clipW=clip.w;
125
+ xy/=clipW;//NDC
126
+ xy=(xy+1.)/2.;//uv
127
+ xy*=resolution;//screen
128
+ return xy;
129
+ }
130
+ void main(){
131
+ #ifdef SELECTIVE
132
+ float metalness=texture2D(tMetalness,vUv).r;
133
+ if(metalness==0.) return;
134
+ #endif
135
+
136
+ float depth = getDepth( vUv );
137
+ float viewZ = getViewZ( depth );
138
+ if(-viewZ>=cameraFar) return;
139
+
140
+ float clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];
141
+ vec3 viewPosition=getViewPosition( vUv, depth, clipW );
142
+
143
+ vec2 d0=gl_FragCoord.xy;
144
+ vec2 d1;
145
+
146
+ vec3 viewNormal=getViewNormal( vUv );
147
+
148
+ #ifdef PERSPECTIVE_CAMERA
149
+ vec3 viewIncidentDir=normalize(viewPosition);
150
+ vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);
151
+ #else
152
+ vec3 viewIncidentDir=vec3(0,0,-1);
153
+ vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);
154
+ #endif
155
+
156
+ float maxReflectRayLen=maxDistance/dot(-viewIncidentDir,viewNormal);
157
+ // dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html
158
+ // if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)
159
+ // maxDistance/maxReflectRayLen=cos(theta)
160
+ // maxDistance/maxReflectRayLen==dot(a,b)
161
+ // maxReflectRayLen==maxDistance/dot(a,b)
162
+
163
+ vec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;
164
+ #ifdef PERSPECTIVE_CAMERA
165
+ if(d1viewPosition.z>-cameraNear){
166
+ //https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx
167
+ float t=(-cameraNear-viewPosition.z)/viewReflectDir.z;
168
+ d1viewPosition=viewPosition+viewReflectDir*t;
169
+ }
170
+ #endif
171
+ d1=viewPositionToXY(d1viewPosition);
172
+
173
+ float xLen=d1.x-d0.x;
174
+ float yLen=d1.y-d0.y;
175
+ float totalStep=max(abs(xLen),abs(yLen));
176
+ float xSpan=xLen/totalStep;
177
+ float ySpan=yLen/totalStep;
178
+ float sStep=1./totalStep;
179
+ float s=sStep; // start at sStep since loop starts at i=1
180
+ for(float i=1.;i<float(MAX_STEP);i++){
181
+ if(i>=totalStep) break;
182
+ vec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);
183
+ if(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;
184
+ vec2 uv=xy/resolution;
185
+
186
+ float d = getDepth(uv);
187
+ float vZ = getViewZ( d );
188
+ if(-vZ>=cameraFar) continue;
189
+ float cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];
190
+ vec3 vP=getViewPosition( uv, d, cW );
191
+
192
+ #ifdef PERSPECTIVE_CAMERA
193
+ // https://comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
194
+ float recipVPZ=1./viewPosition.z;
195
+ float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
196
+ #else
197
+ float viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);
198
+ #endif
199
+
200
+ // if(viewReflectRayZ>vZ) continue; // will cause "npm run make-screenshot webgl_postprocessing_ssr" high probability hang.
201
+ // https://github.com/mrdoob/three.js/pull/21539#issuecomment-821061164
202
+ if(viewReflectRayZ<=vZ){
203
+
204
+ bool hit;
205
+ #ifdef INFINITE_THICK
206
+ hit=true;
207
+ #else
208
+ float away=pointToLineDistance(vP,viewPosition,d1viewPosition);
209
+
210
+ float minThickness;
211
+ vec2 xyNeighbor=xy;
212
+ xyNeighbor.x+=1.;
213
+ vec2 uvNeighbor=xyNeighbor/resolution;
214
+ vec3 vPNeighbor=getViewPosition(uvNeighbor,d,cW);
215
+ minThickness=vPNeighbor.x-vP.x;
216
+ minThickness*=3.;
217
+ float tk=max(minThickness,thickness);
218
+
219
+ hit=away<=tk;
220
+ #endif
221
+
222
+ if(hit){
223
+ vec3 vN=getViewNormal( uv );
224
+ if(dot(viewReflectDir,vN)>=0.) break; // treat backfaces as opaque
225
+ float distance=pointPlaneDistance(vP,viewPosition,viewNormal);
226
+ if(distance>maxDistance) break;
227
+ float op=opacity;
228
+ #ifdef DISTANCE_ATTENUATION
229
+ float ratio=1.-(distance/maxDistance);
230
+ float attenuation=ratio*ratio;
231
+ op=opacity*attenuation;
232
+ #endif
233
+ #ifdef FRESNEL
234
+ float fresnelCoe=(dot(viewIncidentDir,viewReflectDir)+1.)/2.;
235
+ op*=fresnelCoe;
236
+ #endif
237
+ vec4 reflectColor=texture2D(tDiffuse,uv);
238
+ gl_FragColor.xyz=reflectColor.xyz;
239
+ gl_FragColor.a=op;
240
+ break;
241
+ }
242
+ }
243
+ s+=sStep;
244
+ }
245
+ }
246
+ `
247
+
248
+ };
249
+
250
+ /**
251
+ * SSR Depth shader.
252
+ *
253
+ * @constant
254
+ * @type {ShaderMaterial~Shader}
255
+ */
256
+ const SSRDepthShader = {
257
+
258
+ name: 'SSRDepthShader',
259
+
260
+ defines: {
261
+ 'PERSPECTIVE_CAMERA': 1
262
+ },
263
+
264
+ uniforms: {
265
+
266
+ 'tDepth': { value: null },
267
+ 'cameraNear': { value: null },
268
+ 'cameraFar': { value: null },
269
+
270
+ },
271
+
272
+ vertexShader: /* glsl */`
273
+
274
+ varying vec2 vUv;
275
+
276
+ void main() {
277
+
278
+ vUv = uv;
279
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
280
+
281
+ }
282
+
283
+ `,
284
+
285
+ fragmentShader: /* glsl */`
286
+
287
+ uniform sampler2D tDepth;
288
+
289
+ uniform float cameraNear;
290
+ uniform float cameraFar;
291
+
292
+ varying vec2 vUv;
293
+
294
+ #include <packing>
295
+
296
+ float getLinearDepth( const in vec2 uv ) {
297
+
298
+ #if PERSPECTIVE_CAMERA == 1
299
+
300
+ float fragCoordZ = texture2D( tDepth, uv ).x;
301
+ float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
302
+ return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
303
+
304
+ #else
305
+
306
+ return texture2D( tDepth, uv ).x;
307
+
308
+ #endif
309
+
310
+ }
311
+
312
+ void main() {
313
+
314
+ float depth = getLinearDepth( vUv );
315
+ float d = 1.0 - depth;
316
+ // d=(d-.999)*1000.;
317
+ gl_FragColor = vec4( vec3( d ), 1.0 );
318
+
319
+ }
320
+
321
+ `
322
+
323
+ };
324
+
325
+ /**
326
+ * SSR Blur shader.
327
+ *
328
+ * @constant
329
+ * @type {ShaderMaterial~Shader}
330
+ */
331
+ const SSRBlurShader = {
332
+
333
+ name: 'SSRBlurShader',
334
+
335
+ uniforms: {
336
+
337
+ 'tDiffuse': { value: null },
338
+ 'resolution': { value: new Vector2() },
339
+ 'opacity': { value: .5 },
340
+
341
+ },
342
+
343
+ vertexShader: /* glsl */`
344
+
345
+ varying vec2 vUv;
346
+
347
+ void main() {
348
+
349
+ vUv = uv;
350
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
351
+
352
+ }
353
+
354
+ `,
355
+
356
+ fragmentShader: /* glsl */`
357
+
358
+ uniform sampler2D tDiffuse;
359
+ uniform vec2 resolution;
360
+ varying vec2 vUv;
361
+ void main() {
362
+ //reverse engineering from PhotoShop blur filter, then change coefficient
363
+
364
+ vec2 texelSize = ( 1.0 / resolution );
365
+
366
+ vec4 c=texture2D(tDiffuse,vUv);
367
+
368
+ vec2 offset;
369
+
370
+ offset=(vec2(-1,0))*texelSize;
371
+ vec4 cl=texture2D(tDiffuse,vUv+offset);
372
+
373
+ offset=(vec2(1,0))*texelSize;
374
+ vec4 cr=texture2D(tDiffuse,vUv+offset);
375
+
376
+ offset=(vec2(0,-1))*texelSize;
377
+ vec4 cb=texture2D(tDiffuse,vUv+offset);
378
+
379
+ offset=(vec2(0,1))*texelSize;
380
+ vec4 ct=texture2D(tDiffuse,vUv+offset);
381
+
382
+ // float coeCenter=.5;
383
+ // float coeSide=.125;
384
+ float coeCenter=.2;
385
+ float coeSide=.2;
386
+ float a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;
387
+ vec3 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;
388
+ gl_FragColor=vec4(rgb,a);
389
+
390
+ }
391
+ `
392
+
393
+
394
+ };
395
+
396
+ export { SSRShader, SSRDepthShader, SSRBlurShader };