@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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@@ -0,0 +1,534 @@
1
+ import { HalfFloatType, RenderTarget, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
2
+ import { nodeObject, Fn, float, uv, passTexture, uniform, Loop, texture, luminance, smoothstep, mix, vec4, uniformArray, add, int } from 'three/tsl';
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+
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+ const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
+ const _size = /*@__PURE__*/ new Vector2();
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+
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+ const _BlurDirectionX = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
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+ const _BlurDirectionY = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
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+
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+ let _rendererState;
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+
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+ /**
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+ * Post processing node for creating a bloom effect.
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+ * ```js
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+ * const renderPipeline = new THREE.RenderPipeline( renderer );
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+ *
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+ * const scenePass = pass( scene, camera );
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+ * const scenePassColor = scenePass.getTextureNode( 'output' );
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+ *
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+ * const bloomPass = bloom( scenePassColor );
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+ *
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+ * renderPipeline.outputNode = scenePassColor.add( bloomPass );
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+ * ```
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+ * By default, the node affects the entire image. For a selective bloom,
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+ * use the `emissive` material property to control which objects should
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+ * contribute to bloom or not. This can be achieved via MRT.
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+ * ```js
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+ * const renderPipeline = new THREE.RenderPipeline( renderer );
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+ *
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+ * const scenePass = pass( scene, camera );
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+ * scenePass.setMRT( mrt( {
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+ * output,
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+ * emissive
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+ * } ) );
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+ *
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+ * const scenePassColor = scenePass.getTextureNode( 'output' );
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+ * const emissivePass = scenePass.getTextureNode( 'emissive' );
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+ *
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+ * const bloomPass = bloom( emissivePass );
40
+ * renderPipeline.outputNode = scenePassColor.add( bloomPass );
41
+ * ```
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+ * @augments TempNode
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+ * @three_import import { bloom } from 'three/addons/tsl/display/BloomNode.js';
44
+ */
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+ class BloomNode extends TempNode {
46
+
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+ static get type() {
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+
49
+ return 'BloomNode';
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+
51
+ }
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+
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+ /**
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+ * Constructs a new bloom node.
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+ *
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+ * @param {Node<vec4>} inputNode - The node that represents the input of the effect.
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+ * @param {number} [strength=1] - The strength of the bloom.
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+ * @param {number} [radius=0] - The radius of the bloom.
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+ * @param {number} [threshold=0] - The luminance threshold limits which bright areas contribute to the bloom effect.
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+ */
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+ constructor( inputNode, strength = 1, radius = 0, threshold = 0 ) {
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+
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+ super( 'vec4' );
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+
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+ /**
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+ * The node that represents the input of the effect.
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+ *
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+ * @type {Node<vec4>}
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+ */
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+ this.inputNode = inputNode;
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+
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+ /**
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+ * The strength of the bloom.
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+ *
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+ * @type {UniformNode<float>}
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+ */
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+ this.strength = uniform( strength );
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+
79
+ /**
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+ * The radius of the bloom. Must be in the range `[0,1]`.
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+ *
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+ * @type {UniformNode<float>}
83
+ */
84
+ this.radius = uniform( radius );
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+
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+ /**
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+ * The luminance threshold limits which bright areas contribute to the bloom effect.
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+ *
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+ * @type {UniformNode<float>}
90
+ */
91
+ this.threshold = uniform( threshold );
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+
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+ /**
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+ * Can be used to tweak the extracted luminance from the scene.
95
+ *
96
+ * @type {UniformNode<float>}
97
+ */
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+ this.smoothWidth = uniform( 0.01 );
99
+
100
+ /**
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+ * An array that holds the render targets for the horizontal blur passes.
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+ *
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+ * @private
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+ * @type {Array<RenderTarget>}
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+ */
106
+ this._renderTargetsHorizontal = [];
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+
108
+ /**
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+ * An array that holds the render targets for the vertical blur passes.
110
+ *
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+ * @private
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+ * @type {Array<RenderTarget>}
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+ */
114
+ this._renderTargetsVertical = [];
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+
116
+ /**
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+ * The number if blur mips.
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+ *
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+ * @private
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+ * @type {number}
121
+ */
122
+ this._nMips = 5;
123
+
124
+ /**
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+ * The render target for the luminance pass.
126
+ *
127
+ * @private
128
+ * @type {RenderTarget}
129
+ */
130
+ this._renderTargetBright = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
131
+ this._renderTargetBright.texture.name = 'UnrealBloomPass.bright';
132
+ this._renderTargetBright.texture.generateMipmaps = false;
133
+
134
+ //
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+
136
+ for ( let i = 0; i < this._nMips; i ++ ) {
137
+
138
+ const renderTargetHorizontal = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
139
+
140
+ renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
141
+ renderTargetHorizontal.texture.generateMipmaps = false;
142
+
143
+ this._renderTargetsHorizontal.push( renderTargetHorizontal );
144
+
145
+ const renderTargetVertical = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
146
+
147
+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
148
+ renderTargetVertical.texture.generateMipmaps = false;
149
+
150
+ this._renderTargetsVertical.push( renderTargetVertical );
151
+
152
+ }
153
+
154
+ /**
155
+ * The material for the composite pass.
156
+ *
157
+ * @private
158
+ * @type {?NodeMaterial}
159
+ */
160
+ this._compositeMaterial = null;
161
+
162
+ /**
163
+ * The material for the luminance pass.
164
+ *
165
+ * @private
166
+ * @type {?NodeMaterial}
167
+ */
168
+ this._highPassFilterMaterial = null;
169
+
170
+ /**
171
+ * The materials for the blur pass.
172
+ *
173
+ * @private
174
+ * @type {Array<NodeMaterial>}
175
+ */
176
+ this._separableBlurMaterials = [];
177
+
178
+ /**
179
+ * The result of the luminance pass as a texture node for further processing.
180
+ *
181
+ * @private
182
+ * @type {TextureNode}
183
+ */
184
+ this._textureNodeBright = texture( this._renderTargetBright.texture );
185
+
186
+ /**
187
+ * The result of the first blur pass as a texture node for further processing.
188
+ *
189
+ * @private
190
+ * @type {TextureNode}
191
+ */
192
+ this._textureNodeBlur0 = texture( this._renderTargetsVertical[ 0 ].texture );
193
+
194
+ /**
195
+ * The result of the second blur pass as a texture node for further processing.
196
+ *
197
+ * @private
198
+ * @type {TextureNode}
199
+ */
200
+ this._textureNodeBlur1 = texture( this._renderTargetsVertical[ 1 ].texture );
201
+
202
+ /**
203
+ * The result of the third blur pass as a texture node for further processing.
204
+ *
205
+ * @private
206
+ * @type {TextureNode}
207
+ */
208
+ this._textureNodeBlur2 = texture( this._renderTargetsVertical[ 2 ].texture );
209
+
210
+ /**
211
+ * The result of the fourth blur pass as a texture node for further processing.
212
+ *
213
+ * @private
214
+ * @type {TextureNode}
215
+ */
216
+ this._textureNodeBlur3 = texture( this._renderTargetsVertical[ 3 ].texture );
217
+
218
+ /**
219
+ * The result of the fifth blur pass as a texture node for further processing.
220
+ *
221
+ * @private
222
+ * @type {TextureNode}
223
+ */
224
+ this._textureNodeBlur4 = texture( this._renderTargetsVertical[ 4 ].texture );
225
+
226
+ /**
227
+ * The result of the effect is represented as a separate texture node.
228
+ *
229
+ * @private
230
+ * @type {PassTextureNode}
231
+ */
232
+ this._textureOutput = passTexture( this, this._renderTargetsHorizontal[ 0 ].texture );
233
+
234
+ /**
235
+ * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
236
+ * its effect once per frame in `updateBefore()`.
237
+ *
238
+ * @type {string}
239
+ * @default 'frame'
240
+ */
241
+ this.updateBeforeType = NodeUpdateType.FRAME;
242
+
243
+ }
244
+
245
+ /**
246
+ * Returns the result of the effect as a texture node.
247
+ *
248
+ * @return {PassTextureNode} A texture node that represents the result of the effect.
249
+ */
250
+ getTextureNode() {
251
+
252
+ return this._textureOutput;
253
+
254
+ }
255
+
256
+ /**
257
+ * Sets the size of the effect.
258
+ *
259
+ * @param {number} width - The width of the effect.
260
+ * @param {number} height - The height of the effect.
261
+ */
262
+ setSize( width, height ) {
263
+
264
+ let resx = Math.round( width / 2 );
265
+ let resy = Math.round( height / 2 );
266
+
267
+ this._renderTargetBright.setSize( resx, resy );
268
+
269
+ for ( let i = 0; i < this._nMips; i ++ ) {
270
+
271
+ this._renderTargetsHorizontal[ i ].setSize( resx, resy );
272
+ this._renderTargetsVertical[ i ].setSize( resx, resy );
273
+
274
+ this._separableBlurMaterials[ i ].invSize.value.set( 1 / resx, 1 / resy );
275
+
276
+ resx = Math.round( resx / 2 );
277
+ resy = Math.round( resy / 2 );
278
+
279
+ }
280
+
281
+ }
282
+
283
+ /**
284
+ * This method is used to render the effect once per frame.
285
+ *
286
+ * @param {NodeFrame} frame - The current node frame.
287
+ */
288
+ updateBefore( frame ) {
289
+
290
+ const { renderer } = frame;
291
+
292
+ _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
293
+
294
+ //
295
+
296
+ const size = renderer.getDrawingBufferSize( _size );
297
+ this.setSize( size.width, size.height );
298
+
299
+ // 1. Extract bright areas
300
+
301
+ renderer.setRenderTarget( this._renderTargetBright );
302
+ _quadMesh.material = this._highPassFilterMaterial;
303
+ _quadMesh.name = 'Bloom [ High Pass ]';
304
+ _quadMesh.render( renderer );
305
+
306
+ // 2. Blur all the mips progressively
307
+
308
+ let inputRenderTarget = this._renderTargetBright;
309
+
310
+ for ( let i = 0; i < this._nMips; i ++ ) {
311
+
312
+ _quadMesh.material = this._separableBlurMaterials[ i ];
313
+
314
+ this._separableBlurMaterials[ i ].colorTexture.value = inputRenderTarget.texture;
315
+ this._separableBlurMaterials[ i ].direction.value = _BlurDirectionX;
316
+ renderer.setRenderTarget( this._renderTargetsHorizontal[ i ] );
317
+ _quadMesh.name = `Bloom [ Blur Horizontal - ${ i } ]`;
318
+ _quadMesh.render( renderer );
319
+
320
+ this._separableBlurMaterials[ i ].colorTexture.value = this._renderTargetsHorizontal[ i ].texture;
321
+ this._separableBlurMaterials[ i ].direction.value = _BlurDirectionY;
322
+ renderer.setRenderTarget( this._renderTargetsVertical[ i ] );
323
+ _quadMesh.name = `Bloom [ Blur Vertical - ${ i } ]`;
324
+ _quadMesh.render( renderer );
325
+
326
+ inputRenderTarget = this._renderTargetsVertical[ i ];
327
+
328
+ }
329
+
330
+ // 3. Composite all the mips
331
+
332
+ renderer.setRenderTarget( this._renderTargetsHorizontal[ 0 ] );
333
+ _quadMesh.material = this._compositeMaterial;
334
+ _quadMesh.name = 'Bloom [ Composite ]';
335
+ _quadMesh.render( renderer );
336
+
337
+ // restore
338
+
339
+ RendererUtils.restoreRendererState( renderer, _rendererState );
340
+
341
+ }
342
+
343
+ /**
344
+ * This method is used to setup the effect's TSL code.
345
+ *
346
+ * @param {NodeBuilder} builder - The current node builder.
347
+ * @return {PassTextureNode}
348
+ */
349
+ setup( builder ) {
350
+
351
+ // luminosity high pass material
352
+
353
+ const luminosityHighPass = Fn( () => {
354
+
355
+ const texel = this.inputNode;
356
+ const v = luminance( texel.rgb );
357
+
358
+ const alpha = smoothstep( this.threshold, this.threshold.add( this.smoothWidth ), v );
359
+
360
+ return mix( vec4( 0 ), texel, alpha );
361
+
362
+ } );
363
+
364
+ this._highPassFilterMaterial = this._highPassFilterMaterial || new NodeMaterial();
365
+ this._highPassFilterMaterial.fragmentNode = luminosityHighPass().context( builder.getSharedContext() );
366
+ this._highPassFilterMaterial.name = 'Bloom_highPass';
367
+ this._highPassFilterMaterial.needsUpdate = true;
368
+
369
+ // gaussian blur materials
370
+
371
+ // These sizes have been changed to account for the altered coefficients-calculation to avoid blockiness,
372
+ // while retaining the same blur-strength. For details see https://github.com/mrdoob/three.js/pull/31528
373
+ const kernelSizeArray = [ 6, 10, 14, 18, 22 ];
374
+
375
+ for ( let i = 0; i < this._nMips; i ++ ) {
376
+
377
+ this._separableBlurMaterials.push( this._getSeparableBlurMaterial( builder, kernelSizeArray[ i ] ) );
378
+
379
+ }
380
+
381
+ // composite material
382
+
383
+ const bloomFactors = uniformArray( [ 1.0, 0.8, 0.6, 0.4, 0.2 ] );
384
+ const bloomTintColors = uniformArray( [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ] );
385
+
386
+ const lerpBloomFactor = Fn( ( [ factor, radius ] ) => {
387
+
388
+ const mirrorFactor = float( 1.2 ).sub( factor );
389
+ return mix( factor, mirrorFactor, radius );
390
+
391
+ } ).setLayout( {
392
+ name: 'lerpBloomFactor',
393
+ type: 'float',
394
+ inputs: [
395
+ { name: 'factor', type: 'float' },
396
+ { name: 'radius', type: 'float' },
397
+ ]
398
+ } );
399
+
400
+
401
+ const compositePass = Fn( () => {
402
+
403
+ const color0 = lerpBloomFactor( bloomFactors.element( 0 ), this.radius ).mul( vec4( bloomTintColors.element( 0 ), 1.0 ) ).mul( this._textureNodeBlur0 );
404
+ const color1 = lerpBloomFactor( bloomFactors.element( 1 ), this.radius ).mul( vec4( bloomTintColors.element( 1 ), 1.0 ) ).mul( this._textureNodeBlur1 );
405
+ const color2 = lerpBloomFactor( bloomFactors.element( 2 ), this.radius ).mul( vec4( bloomTintColors.element( 2 ), 1.0 ) ).mul( this._textureNodeBlur2 );
406
+ const color3 = lerpBloomFactor( bloomFactors.element( 3 ), this.radius ).mul( vec4( bloomTintColors.element( 3 ), 1.0 ) ).mul( this._textureNodeBlur3 );
407
+ const color4 = lerpBloomFactor( bloomFactors.element( 4 ), this.radius ).mul( vec4( bloomTintColors.element( 4 ), 1.0 ) ).mul( this._textureNodeBlur4 );
408
+
409
+ const sum = color0.add( color1 ).add( color2 ).add( color3 ).add( color4 );
410
+
411
+ return sum.mul( this.strength );
412
+
413
+ } );
414
+
415
+ this._compositeMaterial = this._compositeMaterial || new NodeMaterial();
416
+ this._compositeMaterial.fragmentNode = compositePass().context( builder.getSharedContext() );
417
+ this._compositeMaterial.name = 'Bloom_comp';
418
+ this._compositeMaterial.needsUpdate = true;
419
+
420
+ //
421
+
422
+ return this._textureOutput;
423
+
424
+ }
425
+
426
+ /**
427
+ * Frees internal resources. This method should be called
428
+ * when the effect is no longer required.
429
+ */
430
+ dispose() {
431
+
432
+ for ( let i = 0; i < this._renderTargetsHorizontal.length; i ++ ) {
433
+
434
+ this._renderTargetsHorizontal[ i ].dispose();
435
+
436
+ }
437
+
438
+ for ( let i = 0; i < this._renderTargetsVertical.length; i ++ ) {
439
+
440
+ this._renderTargetsVertical[ i ].dispose();
441
+
442
+ }
443
+
444
+ this._renderTargetBright.dispose();
445
+
446
+ if ( this._highPassFilterMaterial !== null ) this._highPassFilterMaterial.dispose();
447
+ if ( this._compositeMaterial !== null ) this._compositeMaterial.dispose();
448
+
449
+ for ( let i = 0; i < this._separableBlurMaterials.length; i ++ ) {
450
+
451
+ this._separableBlurMaterials[ i ].dispose();
452
+
453
+ }
454
+
455
+ }
456
+
457
+ /**
458
+ * Create a separable blur material for the given kernel radius.
459
+ *
460
+ * @private
461
+ * @param {NodeBuilder} builder - The current node builder.
462
+ * @param {number} kernelRadius - The kernel radius.
463
+ * @return {NodeMaterial}
464
+ */
465
+ _getSeparableBlurMaterial( builder, kernelRadius ) {
466
+
467
+ const coefficients = [];
468
+ const sigma = kernelRadius / 3;
469
+
470
+ for ( let i = 0; i < kernelRadius; i ++ ) {
471
+
472
+ coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( sigma * sigma ) ) / sigma );
473
+
474
+ }
475
+
476
+ //
477
+
478
+ const colorTexture = texture( null );
479
+ const gaussianCoefficients = uniformArray( coefficients );
480
+ const invSize = uniform( new Vector2() );
481
+ const direction = uniform( new Vector2( 0.5, 0.5 ) );
482
+
483
+ const uvNode = uv();
484
+ const sampleTexel = ( uv ) => colorTexture.sample( uv );
485
+
486
+ const separableBlurPass = Fn( () => {
487
+
488
+ const diffuseSum = sampleTexel( uvNode ).rgb.mul( gaussianCoefficients.element( 0 ) ).toVar();
489
+
490
+ Loop( { start: int( 1 ), end: int( kernelRadius ), type: 'int', condition: '<' }, ( { i } ) => {
491
+
492
+ const x = float( i );
493
+ const w = gaussianCoefficients.element( i );
494
+ const uvOffset = direction.mul( invSize ).mul( x );
495
+ const sample1 = sampleTexel( uvNode.add( uvOffset ) ).rgb;
496
+ const sample2 = sampleTexel( uvNode.sub( uvOffset ) ).rgb;
497
+ diffuseSum.addAssign( add( sample1, sample2 ).mul( w ) );
498
+
499
+ } );
500
+
501
+ return vec4( diffuseSum, 1.0 );
502
+
503
+ } );
504
+
505
+ const separableBlurMaterial = new NodeMaterial();
506
+ separableBlurMaterial.fragmentNode = separableBlurPass().context( builder.getSharedContext() );
507
+ separableBlurMaterial.name = 'Bloom_separable';
508
+ separableBlurMaterial.needsUpdate = true;
509
+
510
+ // uniforms
511
+ separableBlurMaterial.colorTexture = colorTexture;
512
+ separableBlurMaterial.direction = direction;
513
+ separableBlurMaterial.invSize = invSize;
514
+
515
+ return separableBlurMaterial;
516
+
517
+ }
518
+
519
+ }
520
+
521
+ /**
522
+ * TSL function for creating a bloom effect.
523
+ *
524
+ * @tsl
525
+ * @function
526
+ * @param {Node<vec4>} node - The node that represents the input of the effect.
527
+ * @param {number} [strength=1] - The strength of the bloom.
528
+ * @param {number} [radius=0] - The radius of the bloom.
529
+ * @param {number} [threshold=0] - The luminance threshold limits which bright areas contribute to the bloom effect.
530
+ * @returns {BloomNode}
531
+ */
532
+ export const bloom = ( node, strength, radius, threshold ) => new BloomNode( nodeObject( node ), strength, radius, threshold );
533
+
534
+ export default BloomNode;
@@ -0,0 +1,150 @@
1
+ import { Fn, float, vec2, vec3, sin, screenUV, mix, clamp, dot, convertToTexture, time, uv, select } from 'three/tsl';
2
+ import { circle } from './Shape.js';
3
+
4
+ /**
5
+ * Creates barrel-distorted UV coordinates.
6
+ * The center of the screen appears to bulge outward (convex distortion).
7
+ *
8
+ * @tsl
9
+ * @function
10
+ * @param {Node<float>} [curvature=0.1] - The amount of curvature (0 = flat, 0.5 = very curved).
11
+ * @param {Node<vec2>} [coord=uv()] - The input UV coordinates.
12
+ * @return {Node<vec2>} The distorted UV coordinates.
13
+ */
14
+ export const barrelUV = Fn( ( [ curvature = float( 0.1 ), coord = uv() ] ) => {
15
+
16
+ // Center UV coordinates (-1 to 1)
17
+ const centered = coord.sub( 0.5 ).mul( 2.0 );
18
+
19
+ // Calculate squared distance from center
20
+ const r2 = dot( centered, centered );
21
+
22
+ // Barrel distortion: push center outward (bulge effect)
23
+ const distortion = float( 1.0 ).sub( r2.mul( curvature ) );
24
+
25
+ // Calculate scale to compensate for edge expansion
26
+ // At corners r² = 2, so we scale by the inverse of corner distortion
27
+ const cornerDistortion = float( 1.0 ).sub( curvature.mul( 2.0 ) );
28
+
29
+ // Apply distortion and compensate scale to keep edges aligned
30
+ const distorted = centered.div( distortion ).mul( cornerDistortion ).mul( 0.5 ).add( 0.5 );
31
+
32
+ return distorted;
33
+
34
+ } );
35
+
36
+ /**
37
+ * Checks if UV coordinates are inside the valid 0-1 range.
38
+ * Useful for masking areas inside the distorted screen.
39
+ *
40
+ * @tsl
41
+ * @function
42
+ * @param {Node<vec2>} coord - The UV coordinates to check.
43
+ * @return {Node<float>} 1.0 if inside bounds, 0.0 if outside.
44
+ */
45
+ export const barrelMask = Fn( ( [ coord ] ) => {
46
+
47
+ const outOfBounds = coord.x.lessThan( 0.0 )
48
+ .or( coord.x.greaterThan( 1.0 ) )
49
+ .or( coord.y.lessThan( 0.0 ) )
50
+ .or( coord.y.greaterThan( 1.0 ) );
51
+
52
+ return select( outOfBounds, float( 0.0 ), float( 1.0 ) );
53
+
54
+ } );
55
+
56
+ /**
57
+ * Applies color bleeding effect to simulate horizontal color smearing.
58
+ * Simulates the analog signal bleeding in CRT displays where colors
59
+ * "leak" into adjacent pixels horizontally.
60
+ *
61
+ * @tsl
62
+ * @function
63
+ * @param {Node} color - The input texture node.
64
+ * @param {Node<float>} [amount=0.002] - The amount of color bleeding (0-0.01).
65
+ * @return {Node<vec3>} The color with bleeding effect applied.
66
+ */
67
+ export const colorBleeding = Fn( ( [ color, amount = float( 0.002 ) ] ) => {
68
+
69
+ const inputTexture = convertToTexture( color );
70
+
71
+ // Get the original color
72
+ const original = inputTexture.sample( screenUV ).rgb;
73
+
74
+ // Sample colors from the left (simulating signal trailing)
75
+ const left1 = inputTexture.sample( screenUV.sub( vec2( amount, 0.0 ) ) ).rgb;
76
+ const left2 = inputTexture.sample( screenUV.sub( vec2( amount.mul( 2.0 ), 0.0 ) ) ).rgb;
77
+ const left3 = inputTexture.sample( screenUV.sub( vec2( amount.mul( 3.0 ), 0.0 ) ) ).rgb;
78
+
79
+ // Red bleeds more (travels further in analog signal)
80
+ const bleedR = original.r
81
+ .add( left1.r.mul( 0.4 ) )
82
+ .add( left2.r.mul( 0.2 ) )
83
+ .add( left3.r.mul( 0.1 ) );
84
+
85
+ // Green bleeds medium
86
+ const bleedG = original.g
87
+ .add( left1.g.mul( 0.25 ) )
88
+ .add( left2.g.mul( 0.1 ) );
89
+
90
+ // Blue bleeds least
91
+ const bleedB = original.b
92
+ .add( left1.b.mul( 0.15 ) );
93
+
94
+ // Normalize and clamp
95
+ const r = clamp( bleedR.div( 1.7 ), 0.0, 1.0 );
96
+ const g = clamp( bleedG.div( 1.35 ), 0.0, 1.0 );
97
+ const b = clamp( bleedB.div( 1.15 ), 0.0, 1.0 );
98
+
99
+ return vec3( r, g, b );
100
+
101
+ } );
102
+
103
+ /**
104
+ * Applies scanline effect to simulate CRT monitor horizontal lines with animation.
105
+ *
106
+ * @tsl
107
+ * @function
108
+ * @param {Node<vec3>} color - The input color.
109
+ * @param {Node<float>} [intensity=0.3] - The intensity of the scanlines (0-1).
110
+ * @param {Node<float>} [count=240] - The number of scanlines (typically matches vertical resolution).
111
+ * @param {Node<float>} [speed=0.0] - The scroll speed of scanlines (0 = static, 1 = normal CRT roll).
112
+ * @param {Node<vec2>} [coord=uv()] - The UV coordinates to use for scanlines.
113
+ * @return {Node<vec3>} The color with scanlines applied.
114
+ */
115
+ export const scanlines = Fn( ( [ color, intensity = float( 0.3 ), count = float( 240.0 ), speed = float( 0.0 ), coord = uv() ] ) => {
116
+
117
+ // Animate scanlines scrolling down (like CRT vertical sync roll)
118
+ const animatedY = coord.y.sub( time.mul( speed ) );
119
+
120
+ // Create scanline pattern
121
+ const scanline = sin( animatedY.mul( count ) );
122
+ const scanlineIntensity = scanline.mul( 0.5 ).add( 0.5 ).mul( intensity );
123
+
124
+ // Darken alternate lines
125
+ return color.mul( float( 1.0 ).sub( scanlineIntensity ) );
126
+
127
+ } );
128
+
129
+ /**
130
+ * Applies vignette effect to darken the edges of the screen.
131
+ *
132
+ * @tsl
133
+ * @function
134
+ * @param {Node<vec3>} color - The input color.
135
+ * @param {Node<float>} [intensity=0.4] - The intensity of the vignette (0-1).
136
+ * @param {Node<float>} [smoothness=0.5] - The smoothness of the vignette falloff.
137
+ * @param {Node<vec2>} [coord=uv()] - The UV coordinates to use for vignette calculation.
138
+ * @return {Node<vec3>} The color with vignette applied.
139
+ */
140
+ export const vignette = Fn( ( [ color, intensity = float( 0.4 ), smoothness = float( 0.5 ), coord = uv() ] ) => {
141
+
142
+ // Use circle for radial gradient (1.42 ≈ √2 covers full diagonal)
143
+ const mask = circle( float( 1.42 ), smoothness, coord );
144
+
145
+ // Apply vignette: center = 1, edges = (1 - intensity)
146
+ const vignetteAmount = mix( float( 1.0 ).sub( intensity ), float( 1.0 ), mask );
147
+
148
+ return color.mul( vignetteAmount );
149
+
150
+ } );