@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 +1,656 @@
1
+ import { HalfFloatType, RenderTarget, Vector2, RendererUtils, QuadMesh, TempNode, NodeMaterial, NodeUpdateType, LinearFilter, LinearMipmapLinearFilter } from 'three/webgpu';
2
+ import { texture, reference, viewZToPerspectiveDepth, logarithmicDepthToViewZ, getScreenPosition, getViewPosition, mul, div, cross, float, Continue, Break, Loop, int, max, abs, sub, If, dot, reflect, normalize, screenCoordinate, nodeObject, Fn, passTexture, uv, uniform, perspectiveDepthToViewZ, orthographicDepthToViewZ, vec2, vec3, vec4 } from 'three/tsl';
3
+ import { boxBlur } from './boxBlur.js';
4
+
5
+ const _quadMesh = /*@__PURE__*/ new QuadMesh();
6
+ const _size = /*@__PURE__*/ new Vector2();
7
+ let _rendererState;
8
+
9
+ /**
10
+ * Post processing node for computing screen space reflections (SSR).
11
+ *
12
+ * Reference: {@link https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html}
13
+ *
14
+ * @augments TempNode
15
+ * @three_import import { ssr } from 'three/addons/tsl/display/SSRNode.js';
16
+ */
17
+ class SSRNode extends TempNode {
18
+
19
+ static get type() {
20
+
21
+ return 'SSRNode';
22
+
23
+ }
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+
25
+ /**
26
+ * Constructs a new SSR node.
27
+ *
28
+ * @param {Node<vec4>} colorNode - The node that represents the beauty pass.
29
+ * @param {Node<float>} depthNode - A node that represents the beauty pass's depth.
30
+ * @param {Node<vec3>} normalNode - A node that represents the beauty pass's normals.
31
+ * @param {Node<float>} metalnessNode - A node that represents the beauty pass's metalness.
32
+ * @param {?Node<float>} [roughnessNode=null] - A node that represents the beauty pass's roughness.
33
+ * @param {?Camera} [camera=null] - The camera the scene is rendered with.
34
+ */
35
+ constructor( colorNode, depthNode, normalNode, metalnessNode, roughnessNode = null, camera = null ) {
36
+
37
+ super( 'vec4' );
38
+
39
+ /**
40
+ * The node that represents the beauty pass.
41
+ *
42
+ * @type {Node<vec4>}
43
+ */
44
+ this.colorNode = colorNode;
45
+
46
+ /**
47
+ * A node that represents the beauty pass's depth.
48
+ *
49
+ * @type {Node<float>}
50
+ */
51
+ this.depthNode = depthNode;
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+
53
+ /**
54
+ * A node that represents the beauty pass's normals.
55
+ *
56
+ * @type {Node<vec3>}
57
+ */
58
+ this.normalNode = normalNode;
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+
60
+ /**
61
+ * A node that represents the beauty pass's metalness.
62
+ *
63
+ * @type {Node<float>}
64
+ */
65
+ this.metalnessNode = metalnessNode;
66
+
67
+ /**
68
+ * Whether the SSR reflections should be blurred or not. Blurring is a costly
69
+ * operation so turn it off if you encounter performance issues on certain
70
+ * devices.
71
+ *
72
+ * @private
73
+ * @type {Node<float>}
74
+ * @default false
75
+ */
76
+ this.roughnessNode = roughnessNode;
77
+
78
+ /**
79
+ * The resolution scale. Valid values are in the range
80
+ * `[0,1]`. `1` means best quality but also results in
81
+ * more computational overhead. Setting to `0.5` means
82
+ * the effect is computed in half-resolution.
83
+ *
84
+ * @type {number}
85
+ * @default 1
86
+ */
87
+ this.resolutionScale = 1;
88
+
89
+ /**
90
+ * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
91
+ * its effect once per frame in `updateBefore()`.
92
+ *
93
+ * @type {string}
94
+ * @default 'frame'
95
+ */
96
+ this.updateBeforeType = NodeUpdateType.FRAME;
97
+
98
+ /**
99
+ * Controls how far a fragment can reflect. Increasing this value result in more
100
+ * computational overhead but also increases the reflection distance.
101
+ *
102
+ * @type {UniformNode<float>}
103
+ */
104
+ this.maxDistance = uniform( 1 );
105
+
106
+ /**
107
+ * Controls the cutoff between what counts as a possible reflection hit and what does not.
108
+ *
109
+ * @type {UniformNode<float>}
110
+ */
111
+ this.thickness = uniform( 0.1 );
112
+
113
+ /**
114
+ * Controls how the SSR reflections are blended with the beauty pass.
115
+ *
116
+ * @type {UniformNode<float>}
117
+ */
118
+ this.opacity = uniform( 1 );
119
+
120
+ /**
121
+ * This parameter controls how detailed the raymarching process works.
122
+ * The value ranges is `[0,1]` where `1` means best quality (the maximum number
123
+ * of raymarching iterations/samples) and `0` means no samples at all.
124
+ *
125
+ * A quality of `0.5` is usually sufficient for most use cases. Try to keep
126
+ * this parameter as low as possible. Larger values result in noticeable more
127
+ * overhead.
128
+ *
129
+ * @type {UniformNode<float>}
130
+ */
131
+ this.quality = uniform( 0.5 );
132
+
133
+ /**
134
+ * The quality of the blur. Must be an integer in the range `[1,3]`.
135
+ *
136
+ * @type {UniformNode<int>}
137
+ */
138
+ this.blurQuality = uniform( 2 );
139
+
140
+ //
141
+
142
+ if ( camera === null ) {
143
+
144
+ if ( this.colorNode.passNode && this.colorNode.passNode.isPassNode === true ) {
145
+
146
+ camera = this.colorNode.passNode.camera;
147
+
148
+ } else {
149
+
150
+ throw new Error( 'THREE.TSL: No camera found. ssr() requires a camera.' );
151
+
152
+ }
153
+
154
+ }
155
+
156
+ /**
157
+ * The camera the scene is rendered with.
158
+ *
159
+ * @type {Camera}
160
+ */
161
+ this.camera = camera;
162
+
163
+ /**
164
+ * The spread of the blur. Automatically set when generating mips.
165
+ *
166
+ * @private
167
+ * @type {UniformNode<int>}
168
+ */
169
+ this._blurSpread = uniform( 1 );
170
+
171
+ /**
172
+ * Represents the projection matrix of the scene's camera.
173
+ *
174
+ * @private
175
+ * @type {UniformNode<mat4>}
176
+ */
177
+ this._cameraProjectionMatrix = uniform( camera.projectionMatrix );
178
+
179
+ /**
180
+ * Represents the inverse projection matrix of the scene's camera.
181
+ *
182
+ * @private
183
+ * @type {UniformNode<mat4>}
184
+ */
185
+ this._cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
186
+
187
+ /**
188
+ * Represents the near value of the scene's camera.
189
+ *
190
+ * @private
191
+ * @type {ReferenceNode<float>}
192
+ */
193
+ this._cameraNear = reference( 'near', 'float', camera );
194
+
195
+ /**
196
+ * Represents the far value of the scene's camera.
197
+ *
198
+ * @private
199
+ * @type {ReferenceNode<float>}
200
+ */
201
+ this._cameraFar = reference( 'far', 'float', camera );
202
+
203
+ /**
204
+ * Whether the scene's camera is perspective or orthographic.
205
+ *
206
+ * @private
207
+ * @type {UniformNode<bool>}
208
+ */
209
+ this._isPerspectiveCamera = uniform( camera.isPerspectiveCamera === true );
210
+
211
+ /**
212
+ * The resolution of the pass.
213
+ *
214
+ * @private
215
+ * @type {UniformNode<vec2>}
216
+ */
217
+ this._resolution = uniform( new Vector2() );
218
+
219
+ /**
220
+ * The render target the SSR is rendered into.
221
+ *
222
+ * @private
223
+ * @type {RenderTarget}
224
+ */
225
+ this._ssrRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
226
+ this._ssrRenderTarget.texture.name = 'SSRNode.SSR';
227
+
228
+ /**
229
+ * The render target for the blurred SSR reflections.
230
+ *
231
+ * @private
232
+ * @type {RenderTarget}
233
+ */
234
+ this._blurRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, minFilter: LinearMipmapLinearFilter, magFilter: LinearFilter } );
235
+ this._blurRenderTarget.texture.name = 'SSRNode.Blur';
236
+ this._blurRenderTarget.texture.mipmaps.push( {}, {}, {}, {}, {} );
237
+
238
+ /**
239
+ * The material that is used to render the effect.
240
+ *
241
+ * @private
242
+ * @type {NodeMaterial}
243
+ */
244
+ this._ssrMaterial = new NodeMaterial();
245
+ this._ssrMaterial.name = 'SSRNode.SSR';
246
+
247
+ /**
248
+ * The blur material.
249
+ *
250
+ * @private
251
+ * @type {NodeMaterial}
252
+ */
253
+ this._blurMaterial = new NodeMaterial();
254
+ this._blurMaterial.name = 'SSRNode.Blur';
255
+
256
+ /**
257
+ * The copy material.
258
+ *
259
+ * @private
260
+ * @type {NodeMaterial}
261
+ */
262
+ this._copyMaterial = new NodeMaterial();
263
+ this._copyMaterial.name = 'SSRNode.Copy';
264
+
265
+ /**
266
+ * The result of the effect is represented as a separate texture node.
267
+ *
268
+ * @private
269
+ * @type {PassTextureNode}
270
+ */
271
+ this._textureNode = passTexture( this, this._ssrRenderTarget.texture );
272
+
273
+ let blurredTextureNode = null;
274
+
275
+ if ( this.roughnessNode !== null ) {
276
+
277
+ const mips = this._blurRenderTarget.texture.mipmaps.length - 1;
278
+ const r = float( this.roughnessNode );
279
+ const lod = r.mul( r ).mul( mips ).clamp( 0, mips );
280
+
281
+ blurredTextureNode = passTexture( this, this._blurRenderTarget.texture ).level( lod );
282
+
283
+ }
284
+
285
+ /**
286
+ * Holds the blurred SSR reflections.
287
+ *
288
+ * @private
289
+ * @type {?PassTextureNode}
290
+ */
291
+ this._blurredTextureNode = blurredTextureNode;
292
+
293
+ }
294
+
295
+ /**
296
+ * Returns the result of the effect as a texture node.
297
+ *
298
+ * @return {PassTextureNode} A texture node that represents the result of the effect.
299
+ */
300
+ getTextureNode() {
301
+
302
+ return this.roughnessNode !== null ? this._blurredTextureNode : this._textureNode;
303
+
304
+ }
305
+
306
+ /**
307
+ * Sets the size of the effect.
308
+ *
309
+ * @param {number} width - The width of the effect.
310
+ * @param {number} height - The height of the effect.
311
+ */
312
+ setSize( width, height ) {
313
+
314
+ width = Math.round( this.resolutionScale * width );
315
+ height = Math.round( this.resolutionScale * height );
316
+
317
+ this._resolution.value.set( width, height );
318
+ this._ssrRenderTarget.setSize( width, height );
319
+ this._blurRenderTarget.setSize( width, height );
320
+
321
+ }
322
+
323
+ /**
324
+ * This method is used to render the effect once per frame.
325
+ *
326
+ * @param {NodeFrame} frame - The current node frame.
327
+ */
328
+ updateBefore( frame ) {
329
+
330
+ const { renderer } = frame;
331
+
332
+ _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
333
+
334
+ const ssrRenderTarget = this._ssrRenderTarget;
335
+ const blurRenderTarget = this._blurRenderTarget;
336
+
337
+ const size = renderer.getDrawingBufferSize( _size );
338
+
339
+ _quadMesh.material = this._ssrMaterial;
340
+
341
+ this.setSize( size.width, size.height );
342
+
343
+ // clear
344
+
345
+ renderer.setMRT( null );
346
+ renderer.setClearColor( 0x000000, 0 );
347
+
348
+ // ssr
349
+
350
+ renderer.setRenderTarget( ssrRenderTarget );
351
+ _quadMesh.name = 'SSR [ Reflections ]';
352
+ _quadMesh.render( renderer );
353
+
354
+ // blur (optional)
355
+
356
+ if ( this.roughnessNode !== null ) {
357
+
358
+ // blur mips but leave the base mip unblurred
359
+
360
+ for ( let i = 0; i < blurRenderTarget.texture.mipmaps.length; i ++ ) {
361
+
362
+ _quadMesh.material = ( i === 0 ) ? this._copyMaterial : this._blurMaterial;
363
+
364
+ this._blurSpread.value = i;
365
+ renderer.setRenderTarget( blurRenderTarget, 0, i );
366
+ _quadMesh.name = 'SSR [ Blur Level ' + i + ' ]';
367
+ _quadMesh.render( renderer );
368
+
369
+ }
370
+
371
+ }
372
+
373
+ // restore
374
+
375
+ RendererUtils.restoreRendererState( renderer, _rendererState );
376
+
377
+ }
378
+
379
+ /**
380
+ * This method is used to setup the effect's TSL code.
381
+ *
382
+ * @param {NodeBuilder} builder - The current node builder.
383
+ * @return {PassTextureNode}
384
+ */
385
+ setup( builder ) {
386
+
387
+ const uvNode = uv();
388
+
389
+ const pointToLineDistance = Fn( ( [ point, linePointA, linePointB ] )=> {
390
+
391
+ // https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
392
+
393
+ return cross( point.sub( linePointA ), point.sub( linePointB ) ).length().div( linePointB.sub( linePointA ).length() );
394
+
395
+ } );
396
+
397
+ const pointPlaneDistance = Fn( ( [ point, planePoint, planeNormal ] )=> {
398
+
399
+ // https://mathworld.wolfram.com/Point-PlaneDistance.html
400
+ // https://en.wikipedia.org/wiki/Plane_(geometry)
401
+ // http://paulbourke.net/geometry/pointlineplane/
402
+
403
+ // planeNormal is already normalized, so denominator is 1
404
+ const d = mul( planeNormal.x, planePoint.x ).add( mul( planeNormal.y, planePoint.y ) ).add( mul( planeNormal.z, planePoint.z ) ).negate().toVar();
405
+ const distance = mul( planeNormal.x, point.x ).add( mul( planeNormal.y, point.y ) ).add( mul( planeNormal.z, point.z ) ).add( d );
406
+ return distance;
407
+
408
+ } );
409
+
410
+ const getViewZ = Fn( ( [ depth ] ) => {
411
+
412
+ let viewZNode;
413
+
414
+ if ( this.camera.isPerspectiveCamera ) {
415
+
416
+ viewZNode = perspectiveDepthToViewZ( depth, this._cameraNear, this._cameraFar );
417
+
418
+ } else {
419
+
420
+ viewZNode = orthographicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
421
+
422
+ }
423
+
424
+ return viewZNode;
425
+
426
+ } );
427
+
428
+ const sampleDepth = ( uv ) => {
429
+
430
+ const depth = this.depthNode.sample( uv ).r;
431
+
432
+ if ( builder.renderer.logarithmicDepthBuffer === true ) {
433
+
434
+ const viewZ = logarithmicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
435
+
436
+ return viewZToPerspectiveDepth( viewZ, this._cameraNear, this._cameraFar );
437
+
438
+ }
439
+
440
+ return depth;
441
+
442
+ };
443
+
444
+ const ssr = Fn( () => {
445
+
446
+ const metalness = float( this.metalnessNode );
447
+
448
+ // fragments with no metalness do not reflect their environment
449
+ metalness.equal( 0.0 ).discard();
450
+
451
+ // compute some standard FX entities
452
+ const depth = sampleDepth( uvNode ).toVar();
453
+ const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toVar();
454
+ const viewNormal = this.normalNode.rgb.normalize().toVar();
455
+
456
+ // compute the direction from the position in view space to the camera
457
+ const viewIncidentDir = ( ( this.camera.isPerspectiveCamera ) ? normalize( viewPosition ) : vec3( 0, 0, - 1 ) ).toVar();
458
+
459
+ // compute the direction in which the light is reflected on the surface
460
+ const viewReflectDir = reflect( viewIncidentDir, viewNormal ).toVar();
461
+
462
+ // adapt maximum distance to the local geometry (see https://www.mathsisfun.com/algebra/vectors-dot-product.html)
463
+ const maxReflectRayLen = this.maxDistance.div( dot( viewIncidentDir.negate(), viewNormal ) ).toVar();
464
+
465
+ // compute the maximum point of the reflection ray in view space
466
+ const d1viewPosition = viewPosition.add( viewReflectDir.mul( maxReflectRayLen ) ).toVar();
467
+
468
+ // check if d1viewPosition lies behind the camera near plane
469
+ If( this._isPerspectiveCamera.and( d1viewPosition.z.greaterThan( this._cameraNear.negate() ) ), () => {
470
+
471
+ // if so, ensure d1viewPosition is clamped on the near plane.
472
+ // this prevents artifacts during the ray marching process
473
+ const t = sub( this._cameraNear.negate(), viewPosition.z ).div( viewReflectDir.z );
474
+ d1viewPosition.assign( viewPosition.add( viewReflectDir.mul( t ) ) );
475
+
476
+ } );
477
+
478
+ // d0 and d1 are the start and maximum points of the reflection ray in screen space
479
+ const d0 = screenCoordinate.xy.toVar();
480
+ const d1 = getScreenPosition( d1viewPosition, this._cameraProjectionMatrix ).mul( this._resolution ).toVar();
481
+
482
+ // below variables are used to control the raymarching process
483
+
484
+ // total length of the ray
485
+ const totalLen = d1.sub( d0 ).length().toVar();
486
+
487
+ // offset in x and y direction
488
+ const xLen = d1.x.sub( d0.x ).toVar();
489
+ const yLen = d1.y.sub( d0.y ).toVar();
490
+
491
+ // determine the larger delta
492
+ // The larger difference will help to determine how much to travel in the X and Y direction each iteration and
493
+ // how many iterations are needed to travel the entire ray
494
+ const totalStep = int( max( abs( xLen ), abs( yLen ) ).mul( this.quality.clamp() ) ).toConst();
495
+
496
+ // step sizes in the x and y directions
497
+ const xSpan = xLen.div( totalStep ).toVar();
498
+ const ySpan = yLen.div( totalStep ).toVar();
499
+
500
+ const output = vec4( 0 ).toVar();
501
+
502
+ // the actual ray marching loop
503
+ // starting from d0, the code gradually travels along the ray and looks for an intersection with the geometry.
504
+ // it does not exceed d1 (the maximum ray extend)
505
+ Loop( totalStep, ( { i } ) => {
506
+
507
+ // advance on the ray by computing a new position in screen coordinates
508
+ const xy = vec2( d0.x.add( xSpan.mul( float( i ) ) ), d0.y.add( ySpan.mul( float( i ) ) ) ).toVar();
509
+
510
+ // stop processing if the new position lies outside of the screen
511
+ If( xy.x.lessThan( 0 ).or( xy.x.greaterThan( this._resolution.x ) ).or( xy.y.lessThan( 0 ) ).or( xy.y.greaterThan( this._resolution.y ) ), () => {
512
+
513
+ Break();
514
+
515
+ } );
516
+
517
+ // compute new uv, depth and viewZ for the next fragment
518
+ const uvNode = xy.div( this._resolution );
519
+ const d = sampleDepth( uvNode ).toVar();
520
+ const vZ = getViewZ( d ).toVar();
521
+
522
+ const viewReflectRayZ = float( 0 ).toVar();
523
+
524
+ // normalized distance between the current position xy and the starting point d0
525
+ const s = xy.sub( d0 ).length().div( totalLen );
526
+
527
+ // depending on the camera type, we now compute the z-coordinate of the reflected ray at the current step in view space
528
+ If( this._isPerspectiveCamera, () => {
529
+
530
+ const recipVPZ = float( 1 ).div( viewPosition.z ).toVar();
531
+ viewReflectRayZ.assign( float( 1 ).div( recipVPZ.add( s.mul( float( 1 ).div( d1viewPosition.z ).sub( recipVPZ ) ) ) ) );
532
+
533
+ } ).Else( () => {
534
+
535
+ viewReflectRayZ.assign( viewPosition.z.add( s.mul( d1viewPosition.z.sub( viewPosition.z ) ) ) );
536
+
537
+ } );
538
+
539
+ // if viewReflectRayZ is less or equal than the real z-coordinate at this place, it potentially intersects the geometry
540
+ If( viewReflectRayZ.lessThanEqual( vZ ), () => {
541
+
542
+ // compute the distance of the new location to the ray in view space
543
+ // to clarify vP is the fragment's view position which is not an exact point on the ray
544
+ const vP = getViewPosition( uvNode, d, this._cameraProjectionMatrixInverse ).toVar();
545
+ const away = pointToLineDistance( vP, viewPosition, d1viewPosition ).toVar();
546
+
547
+ // compute the minimum thickness between the current fragment and its neighbor in the x-direction.
548
+ const xyNeighbor = vec2( xy.x.add( 1 ), xy.y ).toVar(); // move one pixel
549
+ const uvNeighbor = xyNeighbor.div( this._resolution );
550
+ const vPNeighbor = getViewPosition( uvNeighbor, d, this._cameraProjectionMatrixInverse ).toVar();
551
+ const minThickness = vPNeighbor.x.sub( vP.x ).toVar();
552
+ minThickness.mulAssign( 3 ); // expand a bit to avoid errors
553
+
554
+ const tk = max( minThickness, this.thickness ).toVar();
555
+
556
+ If( away.lessThanEqual( tk ), () => { // hit
557
+
558
+ const vN = this.normalNode.sample( uvNode ).rgb.normalize().toVar();
559
+
560
+ If( dot( viewReflectDir, vN ).greaterThanEqual( 0 ), () => {
561
+
562
+ // the reflected ray is pointing towards the same side as the fragment's normal (current ray position),
563
+ // which means it wouldn't reflect off the surface. The loop continues to the next step for the next ray sample.
564
+ Continue();
565
+
566
+ } );
567
+
568
+ // this distance represents the depth of the intersection point between the reflected ray and the scene.
569
+ const distance = pointPlaneDistance( vP, viewPosition, viewNormal ).toVar();
570
+
571
+ If( distance.greaterThan( this.maxDistance ), () => {
572
+
573
+ // Distance exceeding limit: The reflection is potentially too far away and
574
+ // might not contribute significantly to the final color
575
+ Break();
576
+
577
+ } );
578
+
579
+ const op = this.opacity.mul( metalness ).toVar();
580
+
581
+ // distance attenuation (the reflection should fade out the farther it is away from the surface)
582
+ const ratio = float( 1 ).sub( distance.div( this.maxDistance ) ).toVar();
583
+ const attenuation = ratio.mul( ratio );
584
+ op.mulAssign( attenuation );
585
+
586
+ // fresnel (reflect more light on surfaces that are viewed at grazing angles)
587
+ const fresnelCoe = div( dot( viewIncidentDir, viewReflectDir ).add( 1 ), 2 );
588
+ op.mulAssign( fresnelCoe );
589
+
590
+ // output
591
+ const reflectColor = this.colorNode.sample( uvNode );
592
+ output.assign( vec4( reflectColor.rgb.mul( op ), 1 ) );
593
+ Break();
594
+
595
+ } );
596
+
597
+ } );
598
+
599
+ } );
600
+
601
+ return output;
602
+
603
+ } );
604
+
605
+ this._ssrMaterial.fragmentNode = ssr().context( builder.getSharedContext() );
606
+ this._ssrMaterial.needsUpdate = true;
607
+
608
+ // below materials are used for blurring
609
+
610
+ const reflectionBuffer = texture( this._ssrRenderTarget.texture );
611
+
612
+ this._blurMaterial.fragmentNode = boxBlur( reflectionBuffer, { size: this.blurQuality, separation: this._blurSpread } );
613
+ this._blurMaterial.needsUpdate = true;
614
+
615
+ this._copyMaterial.fragmentNode = reflectionBuffer;
616
+ this._copyMaterial.needsUpdate = true;
617
+
618
+ //
619
+
620
+ return this.getTextureNode();
621
+
622
+ }
623
+
624
+ /**
625
+ * Frees internal resources. This method should be called
626
+ * when the effect is no longer required.
627
+ */
628
+ dispose() {
629
+
630
+ this._ssrRenderTarget.dispose();
631
+ this._blurRenderTarget.dispose();
632
+
633
+ this._ssrMaterial.dispose();
634
+ this._blurMaterial.dispose();
635
+ this._copyMaterial.dispose();
636
+
637
+ }
638
+
639
+ }
640
+
641
+ export default SSRNode;
642
+
643
+ /**
644
+ * TSL function for creating screen space reflections (SSR).
645
+ *
646
+ * @tsl
647
+ * @function
648
+ * @param {Node<vec4>} colorNode - The node that represents the beauty pass.
649
+ * @param {Node<float>} depthNode - A node that represents the beauty pass's depth.
650
+ * @param {Node<vec3>} normalNode - A node that represents the beauty pass's normals.
651
+ * @param {Node<float>} metalnessNode - A node that represents the beauty pass's metalness.
652
+ * @param {?Node<float>} [roughnessNode=null] - A node that represents the beauty pass's roughness.
653
+ * @param {?Camera} [camera=null] - The camera the scene is rendered with.
654
+ * @returns {SSRNode}
655
+ */
656
+ export const ssr = ( colorNode, depthNode, normalNode, metalnessNode, roughnessNode = null, camera = null ) => new SSRNode( nodeObject( colorNode ), nodeObject( depthNode ), nodeObject( normalNode ), nodeObject( metalnessNode ), nodeObject( roughnessNode ), camera );