@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 +1,889 @@
1
+ import ShadowBaseNode, { shadowPositionWorld } from './ShadowBaseNode.js';
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+ import { float, vec2, vec3, vec4, int, Fn } from '../tsl/TSLBase.js';
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+ import { reference } from '../accessors/ReferenceNode.js';
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+ import { texture, textureLoad } from '../accessors/TextureNode.js';
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+ import { cubeTexture } from '../accessors/CubeTextureNode.js';
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+ import { normalWorld } from '../accessors/Normal.js';
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+ import { mix, sqrt } from '../math/MathNode.js';
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+ import { add } from '../math/OperatorNode.js';
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+ import { DepthTexture } from '../../textures/DepthTexture.js';
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+ import NodeMaterial from '../../materials/nodes/NodeMaterial.js';
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+ import QuadMesh from '../../renderers/common/QuadMesh.js';
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+ import { Loop } from '../utils/LoopNode.js';
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+ import { screenCoordinate } from '../display/ScreenNode.js';
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+ import { Compatibility, GreaterEqualCompare, HalfFloatType, LessEqualCompare, LinearFilter, NearestFilter, PCFShadowMap, PCFSoftShadowMap, RGFormat, VSMShadowMap } from '../../constants.js';
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+ import { renderGroup } from '../core/UniformGroupNode.js';
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+ import { viewZToLogarithmicDepth } from '../display/ViewportDepthNode.js';
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+ import { lightShadowMatrix } from '../accessors/Lights.js';
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+ import { resetRendererAndSceneState, restoreRendererAndSceneState } from '../../renderers/common/RendererUtils.js';
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+ import { getDataFromObject } from '../core/NodeUtils.js';
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+ import { getShadowMaterial, disposeShadowMaterial, BasicShadowFilter, PCFShadowFilter, PCFSoftShadowFilter, VSMShadowFilter } from './ShadowFilterNode.js';
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+ import ChainMap from '../../renderers/common/ChainMap.js';
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+ import { textureSize } from '../accessors/TextureSizeNode.js';
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+ import { uv } from '../accessors/UV.js';
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+ import { positionLocal } from '../accessors/Position.js';
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+ import { uniform } from '../core/UniformNode.js';
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+
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+ //
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+
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+ const _shadowRenderObjectLibrary = /*@__PURE__*/ new ChainMap();
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+ const _shadowRenderObjectKeys = [];
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+
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+ /**
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+ * Creates a function to render shadow objects in a scene.
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+ *
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+ * @tsl
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+ * @function
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+ * @param {Renderer} renderer - The renderer.
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+ * @param {LightShadow} shadow - The light shadow object containing shadow properties.
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+ * @param {number} shadowType - The type of shadow map (e.g., BasicShadowMap).
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+ * @param {boolean} useVelocity - Whether to use velocity data for rendering.
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+ * @return {shadowRenderObjectFunction} A function that renders shadow objects.
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+ */
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+ export const getShadowRenderObjectFunction = ( renderer, shadow, shadowType, useVelocity ) => {
44
+
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+ _shadowRenderObjectKeys[ 0 ] = renderer;
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+ _shadowRenderObjectKeys[ 1 ] = shadow;
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+
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+ let renderObjectFunction = _shadowRenderObjectLibrary.get( _shadowRenderObjectKeys );
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+
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+ if ( renderObjectFunction === undefined || ( renderObjectFunction.shadowType !== shadowType || renderObjectFunction.useVelocity !== useVelocity ) ) {
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+
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+ renderObjectFunction = ( object, scene, _camera, geometry, material, group, ...params ) => {
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+
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+ if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {
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+
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+ if ( useVelocity ) {
57
+
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+ getDataFromObject( object ).useVelocity = true;
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+
60
+ }
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+
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+ object.onBeforeShadow( renderer, object, _camera, shadow.camera, geometry, scene.overrideMaterial, group );
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+
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+ renderer.renderObject( object, scene, _camera, geometry, material, group, ...params );
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+
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+ object.onAfterShadow( renderer, object, _camera, shadow.camera, geometry, scene.overrideMaterial, group );
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+
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+ }
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+
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+ };
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+
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+ renderObjectFunction.shadowType = shadowType;
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+ renderObjectFunction.useVelocity = useVelocity;
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+
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+ _shadowRenderObjectLibrary.set( _shadowRenderObjectKeys, renderObjectFunction );
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+
77
+ }
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+
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+ _shadowRenderObjectKeys[ 0 ] = null;
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+ _shadowRenderObjectKeys[ 1 ] = null;
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+
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+ return renderObjectFunction;
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+
84
+ };
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+
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+ /**
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+ * Represents the shader code for the first VSM render pass.
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+ *
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+ * @private
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+ * @method
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+ * @param {Object} inputs - The input parameter object.
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+ * @param {Node<float>} inputs.samples - The number of samples
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+ * @param {Node<float>} inputs.radius - The radius.
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+ * @param {Node<float>} inputs.size - The size.
95
+ * @param {TextureNode} inputs.shadowPass - A reference to the render target's depth data.
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+ * @return {Node<vec2>} The VSM output.
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+ */
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+ const VSMPassVertical = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass, depthLayer } ) => {
99
+
100
+ const mean = float( 0 ).toVar( 'meanVertical' );
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+ const squaredMean = float( 0 ).toVar( 'squareMeanVertical' );
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+
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+ const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
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+ const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
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+
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+ Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
107
+
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+ const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
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+
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+ let depth = shadowPass.sample( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) );
111
+
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+ if ( shadowPass.value.isArrayTexture ) {
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+
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+ depth = depth.depth( depthLayer );
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+
116
+ }
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+
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+ depth = depth.x;
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+
120
+ mean.addAssign( depth );
121
+ squaredMean.addAssign( depth.mul( depth ) );
122
+
123
+ } );
124
+
125
+ mean.divAssign( samples );
126
+ squaredMean.divAssign( samples );
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+
128
+ const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ).max( 0 ) );
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+ return vec2( mean, std_dev );
130
+
131
+ } );
132
+
133
+ /**
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+ * Represents the shader code for the second VSM render pass.
135
+ *
136
+ * @private
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+ * @method
138
+ * @param {Object} inputs - The input parameter object.
139
+ * @param {Node<float>} inputs.samples - The number of samples
140
+ * @param {Node<float>} inputs.radius - The radius.
141
+ * @param {Node<float>} inputs.size - The size.
142
+ * @param {TextureNode} inputs.shadowPass - The result of the first VSM render pass.
143
+ * @return {Node<vec2>} The VSM output.
144
+ */
145
+ const VSMPassHorizontal = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass, depthLayer } ) => {
146
+
147
+ const mean = float( 0 ).toVar( 'meanHorizontal' );
148
+ const squaredMean = float( 0 ).toVar( 'squareMeanHorizontal' );
149
+
150
+ const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
151
+ const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
152
+
153
+ Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
154
+
155
+ const uvOffset = uvStart.add( float( i ).mul( uvStride ) );
156
+
157
+ let distribution = shadowPass.sample( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );
158
+
159
+ if ( shadowPass.value.isArrayTexture ) {
160
+
161
+ distribution = distribution.depth( depthLayer );
162
+
163
+ }
164
+
165
+ mean.addAssign( distribution.x );
166
+ squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );
167
+
168
+ } );
169
+
170
+ mean.divAssign( samples );
171
+ squaredMean.divAssign( samples );
172
+
173
+ const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ).max( 0 ) );
174
+ return vec2( mean, std_dev );
175
+
176
+ } );
177
+
178
+ const _shadowFilterLib = [ BasicShadowFilter, PCFShadowFilter, PCFSoftShadowFilter, VSMShadowFilter ];
179
+
180
+ //
181
+
182
+ let _rendererState;
183
+ const _quadMesh = /*@__PURE__*/ new QuadMesh();
184
+
185
+ /**
186
+ * Represents the default shadow implementation for lighting nodes.
187
+ *
188
+ * @augments ShadowBaseNode
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+ */
190
+ class ShadowNode extends ShadowBaseNode {
191
+
192
+ static get type() {
193
+
194
+ return 'ShadowNode';
195
+
196
+ }
197
+
198
+ /**
199
+ * Constructs a new shadow node.
200
+ *
201
+ * @param {Light} light - The shadow casting light.
202
+ * @param {?LightShadow} [shadow=null] - An optional light shadow.
203
+ */
204
+ constructor( light, shadow = null ) {
205
+
206
+ super( light );
207
+
208
+ /**
209
+ * The light shadow which defines the properties light's
210
+ * shadow.
211
+ *
212
+ * @type {?LightShadow}
213
+ * @default null
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+ */
215
+ this.shadow = shadow || light.shadow;
216
+
217
+ /**
218
+ * A reference to the shadow map which is a render target.
219
+ *
220
+ * @type {?RenderTarget}
221
+ * @default null
222
+ */
223
+ this.shadowMap = null;
224
+
225
+ /**
226
+ * Only relevant for VSM shadows. Render target for the
227
+ * first VSM render pass.
228
+ *
229
+ * @type {?RenderTarget}
230
+ * @default null
231
+ */
232
+ this.vsmShadowMapVertical = null;
233
+
234
+ /**
235
+ * Only relevant for VSM shadows. Render target for the
236
+ * second VSM render pass.
237
+ *
238
+ * @type {?RenderTarget}
239
+ * @default null
240
+ */
241
+ this.vsmShadowMapHorizontal = null;
242
+
243
+ /**
244
+ * Only relevant for VSM shadows. Node material which
245
+ * is used to render the first VSM pass.
246
+ *
247
+ * @type {?NodeMaterial}
248
+ * @default null
249
+ */
250
+ this.vsmMaterialVertical = null;
251
+
252
+ /**
253
+ * Only relevant for VSM shadows. Node material which
254
+ * is used to render the second VSM pass.
255
+ *
256
+ * @type {?NodeMaterial}
257
+ * @default null
258
+ */
259
+ this.vsmMaterialHorizontal = null;
260
+
261
+ /**
262
+ * A reference to the output node which defines the
263
+ * final result of this shadow node.
264
+ *
265
+ * @type {?Node}
266
+ * @private
267
+ * @default null
268
+ */
269
+ this._node = null;
270
+
271
+ /**
272
+ * The current shadow map type of this shadow node.
273
+ *
274
+ * @type {?number}
275
+ * @private
276
+ * @default null
277
+ */
278
+ this._currentShadowType = null;
279
+
280
+ /**
281
+ * A Weak Map holding the current frame ID per camera. Used
282
+ * to control the update of shadow maps.
283
+ *
284
+ * @type {WeakMap<Camera,number>}
285
+ * @private
286
+ */
287
+ this._cameraFrameId = new WeakMap();
288
+
289
+ /**
290
+ * This flag can be used for type testing.
291
+ *
292
+ * @type {boolean}
293
+ * @readonly
294
+ * @default true
295
+ */
296
+ this.isShadowNode = true;
297
+
298
+ /**
299
+ * This index can be used when overriding setupRenderTarget with a RenderTarget Array to specify the depth layer.
300
+ *
301
+ * @type {number}
302
+ * @readonly
303
+ * @default true
304
+ */
305
+ this.depthLayer = 0;
306
+
307
+ }
308
+
309
+ /**
310
+ * Setups the shadow filtering.
311
+ *
312
+ * @param {NodeBuilder} builder - A reference to the current node builder.
313
+ * @param {Object} inputs - A configuration object that defines the shadow filtering.
314
+ * @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
315
+ * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
316
+ * @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
317
+ * @param {LightShadow} inputs.shadow - The light shadow.
318
+ * @return {Node<float>} The result node of the shadow filtering.
319
+ */
320
+ setupShadowFilter( builder, { filterFn, depthTexture, shadowCoord, shadow, depthLayer } ) {
321
+
322
+ const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
323
+ .and( shadowCoord.x.lessThanEqual( 1 ) )
324
+ .and( shadowCoord.y.greaterThanEqual( 0 ) )
325
+ .and( shadowCoord.y.lessThanEqual( 1 ) )
326
+ .and( shadowCoord.z.lessThanEqual( 1 ) );
327
+
328
+ const shadowNode = filterFn( { depthTexture, shadowCoord, shadow, depthLayer } );
329
+
330
+ return frustumTest.select( shadowNode, float( 1 ) );
331
+
332
+ }
333
+
334
+ /**
335
+ * Setups the shadow coordinates.
336
+ *
337
+ * @param {NodeBuilder} builder - A reference to the current node builder.
338
+ * @param {Node<vec3>} shadowPosition - A node representing the shadow position.
339
+ * @return {Node<vec3>} The shadow coordinates.
340
+ */
341
+ setupShadowCoord( builder, shadowPosition ) {
342
+
343
+ const { shadow } = this;
344
+ const { renderer } = builder;
345
+
346
+ const bias = shadow.biasNode || reference( 'bias', 'float', shadow ).setGroup( renderGroup );
347
+
348
+ let shadowCoord = shadowPosition;
349
+ let coordZ;
350
+
351
+ if ( shadow.camera.isOrthographicCamera || renderer.logarithmicDepthBuffer !== true ) {
352
+
353
+ shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
354
+
355
+ coordZ = shadowCoord.z;
356
+
357
+ } else {
358
+
359
+ const w = shadowCoord.w;
360
+ shadowCoord = shadowCoord.xy.div( w ); // <-- Only divide X/Y coords since we don't need Z
361
+
362
+ // The normally available "cameraNear" and "cameraFar" nodes cannot be used here because they do not get
363
+ // updated to use the shadow camera. So, we have to declare our own "local" ones here.
364
+ // TODO: How do we get the cameraNear/cameraFar nodes to use the shadow camera so we don't have to declare local ones here?
365
+ const cameraNearLocal = reference( 'near', 'float', shadow.camera ).setGroup( renderGroup );
366
+ const cameraFarLocal = reference( 'far', 'float', shadow.camera ).setGroup( renderGroup );
367
+
368
+ coordZ = viewZToLogarithmicDepth( w.negate(), cameraNearLocal, cameraFarLocal );
369
+
370
+ }
371
+
372
+ shadowCoord = vec3(
373
+ shadowCoord.x,
374
+ shadowCoord.y.oneMinus(), // follow webgpu standards
375
+ renderer.reversedDepthBuffer ? coordZ.sub( bias ) : coordZ.add( bias )
376
+ );
377
+
378
+ return shadowCoord;
379
+
380
+ }
381
+
382
+ /**
383
+ * Returns the shadow filtering function for the given shadow type.
384
+ *
385
+ * @param {number} type - The shadow type.
386
+ * @return {Function} The filtering function.
387
+ */
388
+ getShadowFilterFn( type ) {
389
+
390
+ return _shadowFilterLib[ type ];
391
+
392
+ }
393
+
394
+
395
+ setupRenderTarget( shadow, builder ) {
396
+
397
+ const depthTexture = new DepthTexture( shadow.mapSize.width, shadow.mapSize.height );
398
+ depthTexture.name = 'ShadowDepthTexture';
399
+ depthTexture.compareFunction = builder.renderer.reversedDepthBuffer ? GreaterEqualCompare : LessEqualCompare;
400
+
401
+ const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
402
+ shadowMap.texture.name = 'ShadowMap';
403
+ shadowMap.texture.type = shadow.mapType;
404
+ shadowMap.depthTexture = depthTexture;
405
+
406
+ return { shadowMap, depthTexture };
407
+
408
+ }
409
+
410
+ /**
411
+ * Setups the shadow output node.
412
+ *
413
+ * @param {NodeBuilder} builder - A reference to the current node builder.
414
+ * @return {Node<vec3>} The shadow output node.
415
+ */
416
+ setupShadow( builder ) {
417
+
418
+ const { renderer, camera } = builder;
419
+
420
+ const { light, shadow } = this;
421
+
422
+ const { depthTexture, shadowMap } = this.setupRenderTarget( shadow, builder );
423
+
424
+ const shadowMapType = renderer.shadowMap.type;
425
+ const hasTextureCompare = renderer.hasCompatibility( Compatibility.TEXTURE_COMPARE );
426
+
427
+ if ( ( shadowMapType === PCFShadowMap || shadowMapType === PCFSoftShadowMap ) && hasTextureCompare ) {
428
+
429
+ depthTexture.minFilter = LinearFilter;
430
+ depthTexture.magFilter = LinearFilter;
431
+
432
+ } else {
433
+
434
+ depthTexture.minFilter = NearestFilter;
435
+ depthTexture.magFilter = NearestFilter;
436
+
437
+ }
438
+
439
+ shadow.camera.coordinateSystem = camera.coordinateSystem;
440
+ shadow.camera.updateProjectionMatrix();
441
+
442
+ // VSM
443
+
444
+ if ( shadowMapType === VSMShadowMap && shadow.isPointLightShadow !== true ) {
445
+
446
+ depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()
447
+
448
+ if ( shadowMap.depth > 1 ) {
449
+
450
+ if ( ! shadowMap._vsmShadowMapVertical ) {
451
+
452
+ shadowMap._vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depth: shadowMap.depth, depthBuffer: false } );
453
+ shadowMap._vsmShadowMapVertical.texture.name = 'VSMVertical';
454
+
455
+ }
456
+
457
+ this.vsmShadowMapVertical = shadowMap._vsmShadowMapVertical;
458
+
459
+ if ( ! shadowMap._vsmShadowMapHorizontal ) {
460
+
461
+ shadowMap._vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depth: shadowMap.depth, depthBuffer: false } );
462
+ shadowMap._vsmShadowMapHorizontal.texture.name = 'VSMHorizontal';
463
+
464
+ }
465
+
466
+ this.vsmShadowMapHorizontal = shadowMap._vsmShadowMapHorizontal;
467
+
468
+ } else {
469
+
470
+ this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depthBuffer: false } );
471
+ this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depthBuffer: false } );
472
+
473
+ }
474
+
475
+
476
+ let shadowPassVertical = texture( depthTexture );
477
+
478
+ if ( depthTexture.isArrayTexture ) {
479
+
480
+ shadowPassVertical = shadowPassVertical.depth( this.depthLayer );
481
+
482
+ }
483
+
484
+ let shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );
485
+
486
+ if ( depthTexture.isArrayTexture ) {
487
+
488
+ shadowPassHorizontal = shadowPassHorizontal.depth( this.depthLayer );
489
+
490
+ }
491
+
492
+ const samples = reference( 'blurSamples', 'float', shadow ).setGroup( renderGroup );
493
+ const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
494
+ const size = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
495
+
496
+ let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
497
+ material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical, depthLayer: this.depthLayer } ).context( builder.getSharedContext() );
498
+ material.name = 'VSMVertical';
499
+
500
+ material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
501
+ material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal, depthLayer: this.depthLayer } ).context( builder.getSharedContext() );
502
+ material.name = 'VSMHorizontal';
503
+
504
+ }
505
+
506
+ //
507
+
508
+ const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
509
+ const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );
510
+
511
+ const shadowMatrix = lightShadowMatrix( light );
512
+ const shadowNormalBias = normalWorld.mul( normalBias );
513
+
514
+ let shadowPosition;
515
+
516
+ if ( ! renderer.highPrecision || builder.material.receivedShadowPositionNode || builder.context.shadowPositionWorld ) {
517
+
518
+ shadowPosition = shadowMatrix.mul( shadowPositionWorld.add( shadowNormalBias ) );
519
+
520
+ } else {
521
+
522
+ const highpShadowModelMatrix = uniform( 'mat4' ).onObjectUpdate( ( { object }, self ) => {
523
+
524
+ return self.value.multiplyMatrices( shadowMatrix.value, object.matrixWorld );
525
+
526
+ } );
527
+
528
+ shadowPosition = highpShadowModelMatrix.mul( positionLocal ).add( shadowMatrix.mul( vec4( shadowNormalBias, 0 ) ) );
529
+
530
+ }
531
+
532
+ const shadowCoord = this.setupShadowCoord( builder, shadowPosition );
533
+
534
+ //
535
+
536
+ const filterFn = shadow.filterNode || this.getShadowFilterFn( renderer.shadowMap.type ) || null;
537
+
538
+ if ( filterFn === null ) {
539
+
540
+ throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );
541
+
542
+ }
543
+
544
+ const shadowDepthTexture = ( shadowMapType === VSMShadowMap && shadow.isPointLightShadow !== true ) ? this.vsmShadowMapHorizontal.texture : depthTexture;
545
+
546
+ const shadowNode = this.setupShadowFilter( builder, { filterFn, shadowTexture: shadowMap.texture, depthTexture: shadowDepthTexture, shadowCoord, shadow, depthLayer: this.depthLayer } );
547
+
548
+ let shadowColor;
549
+
550
+ if ( renderer.shadowMap.transmitted === true ) {
551
+
552
+ if ( shadowMap.texture.isCubeTexture ) {
553
+
554
+ // For cube shadow maps (point lights), use cubeTexture with vec3 coordinates
555
+ shadowColor = cubeTexture( shadowMap.texture, shadowCoord.xyz );
556
+
557
+ } else {
558
+
559
+ shadowColor = texture( shadowMap.texture, shadowCoord );
560
+
561
+ if ( depthTexture.isArrayTexture ) {
562
+
563
+ shadowColor = shadowColor.depth( this.depthLayer );
564
+
565
+ }
566
+
567
+ }
568
+
569
+ }
570
+
571
+ //
572
+
573
+ let shadowOutput;
574
+
575
+ if ( shadowColor ) {
576
+
577
+ shadowOutput = mix( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ).toVar();
578
+
579
+ } else {
580
+
581
+ shadowOutput = mix( 1, shadowNode, shadowIntensity ).toVar();
582
+
583
+ }
584
+
585
+ this.shadowMap = shadowMap;
586
+ this.shadow.map = shadowMap;
587
+
588
+ // Shadow Output + Inspector
589
+
590
+ const inspectName = `${ this.light.type } Shadow [ ${ this.light.name || 'ID: ' + this.light.id } ]`;
591
+
592
+ if ( shadowColor ) {
593
+
594
+ shadowOutput.toInspector( `${ inspectName } / Color`, () => {
595
+
596
+ if ( this.shadowMap.texture.isCubeTexture ) {
597
+
598
+ return cubeTexture( this.shadowMap.texture );
599
+
600
+ }
601
+
602
+ return texture( this.shadowMap.texture );
603
+
604
+ } );
605
+
606
+ }
607
+
608
+ return shadowOutput.toInspector( `${ inspectName } / Depth`, () => {
609
+
610
+ // TODO: Use linear depth
611
+
612
+ if ( this.shadowMap.texture.isCubeTexture ) {
613
+
614
+ return cubeTexture( this.shadowMap.texture ).r.oneMinus();
615
+
616
+ }
617
+
618
+ return textureLoad( this.shadowMap.depthTexture, uv().mul( textureSize( texture( this.shadowMap.depthTexture ) ) ) ).r.oneMinus();
619
+
620
+ } );
621
+
622
+ }
623
+
624
+ /**
625
+ * The implementation performs the setup of the output node. An output is only
626
+ * produces if shadow mapping is globally enabled in the renderer.
627
+ *
628
+ * @param {NodeBuilder} builder - A reference to the current node builder.
629
+ * @return {ShaderCallNodeInternal} The output node.
630
+ */
631
+ setup( builder ) {
632
+
633
+ if ( builder.renderer.shadowMap.enabled === false ) return;
634
+
635
+ return Fn( () => {
636
+
637
+ const currentShadowType = builder.renderer.shadowMap.type;
638
+
639
+ if ( this._currentShadowType !== currentShadowType ) {
640
+
641
+ this._reset();
642
+ this._node = null;
643
+
644
+ }
645
+
646
+ let node = this._node;
647
+
648
+ this.setupShadowPosition( builder );
649
+
650
+ if ( node === null ) {
651
+
652
+ this._node = node = this.setupShadow( builder );
653
+ this._currentShadowType = currentShadowType;
654
+
655
+ }
656
+
657
+ if ( builder.material.receivedShadowNode ) {
658
+
659
+ node = builder.material.receivedShadowNode( node );
660
+
661
+ }
662
+
663
+ return node;
664
+
665
+ } )();
666
+
667
+ }
668
+
669
+ /**
670
+ * Renders the shadow. The logic of this function could be included
671
+ * into {@link ShadowNode#updateShadow} however more specialized shadow
672
+ * nodes might require a custom shadow map rendering. By having a
673
+ * dedicated method, it's easier to overwrite the default behavior.
674
+ *
675
+ * @param {NodeFrame} frame - A reference to the current node frame.
676
+ */
677
+ renderShadow( frame ) {
678
+
679
+ const { shadow, shadowMap, light } = this;
680
+ const { renderer, scene } = frame;
681
+
682
+ shadow.updateMatrices( light );
683
+
684
+ shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.height, shadowMap.depth );
685
+
686
+ const currentSceneName = scene.name;
687
+
688
+ scene.name = `Shadow Map [ ${ light.name || 'ID: ' + light.id } ]`;
689
+
690
+ renderer.render( scene, shadow.camera );
691
+
692
+ scene.name = currentSceneName;
693
+
694
+ }
695
+
696
+ /**
697
+ * Updates the shadow.
698
+ *
699
+ * @param {NodeFrame} frame - A reference to the current node frame.
700
+ */
701
+ updateShadow( frame ) {
702
+
703
+ const { shadowMap, light, shadow } = this;
704
+ const { renderer, scene, camera } = frame;
705
+
706
+ const shadowType = renderer.shadowMap.type;
707
+
708
+ const depthVersion = shadowMap.depthTexture.version;
709
+ this._depthVersionCached = depthVersion;
710
+
711
+ const _shadowCameraLayer = shadow.camera.layers.mask;
712
+
713
+ if ( ( shadow.camera.layers.mask & 0xFFFFFFFE ) === 0 ) {
714
+
715
+ shadow.camera.layers.mask = camera.layers.mask;
716
+
717
+ }
718
+
719
+ const currentRenderObjectFunction = renderer.getRenderObjectFunction();
720
+
721
+ const currentMRT = renderer.getMRT();
722
+ const useVelocity = currentMRT ? currentMRT.has( 'velocity' ) : false;
723
+
724
+ _rendererState = resetRendererAndSceneState( renderer, scene, _rendererState );
725
+
726
+ scene.overrideMaterial = getShadowMaterial( light );
727
+
728
+ renderer.setRenderObjectFunction( getShadowRenderObjectFunction( renderer, shadow, shadowType, useVelocity ) );
729
+
730
+ renderer.setClearColor( 0x000000, 0 );
731
+
732
+ renderer.setRenderTarget( shadowMap );
733
+
734
+ this.renderShadow( frame );
735
+
736
+ renderer.setRenderObjectFunction( currentRenderObjectFunction );
737
+
738
+ // vsm blur pass
739
+
740
+ if ( shadowType === VSMShadowMap && shadow.isPointLightShadow !== true ) {
741
+
742
+ this.vsmPass( renderer );
743
+
744
+ }
745
+
746
+ shadow.camera.layers.mask = _shadowCameraLayer;
747
+
748
+ restoreRendererAndSceneState( renderer, scene, _rendererState );
749
+
750
+ }
751
+
752
+ /**
753
+ * For VSM additional render passes are required.
754
+ *
755
+ * @param {Renderer} renderer - A reference to the current renderer.
756
+ */
757
+ vsmPass( renderer ) {
758
+
759
+ const { shadow } = this;
760
+
761
+ const depth = this.shadowMap.depth;
762
+ this.vsmShadowMapVertical.setSize( shadow.mapSize.width, shadow.mapSize.height, depth );
763
+ this.vsmShadowMapHorizontal.setSize( shadow.mapSize.width, shadow.mapSize.height, depth );
764
+
765
+ renderer.setRenderTarget( this.vsmShadowMapVertical );
766
+ _quadMesh.material = this.vsmMaterialVertical;
767
+ _quadMesh.render( renderer );
768
+
769
+ renderer.setRenderTarget( this.vsmShadowMapHorizontal );
770
+ _quadMesh.material = this.vsmMaterialHorizontal;
771
+ _quadMesh.render( renderer );
772
+
773
+ }
774
+
775
+ /**
776
+ * Frees the internal resources of this shadow node.
777
+ */
778
+ dispose() {
779
+
780
+ this._reset();
781
+
782
+ super.dispose();
783
+
784
+ }
785
+
786
+ /**
787
+ * Resets the resouce state of this shadow node.
788
+ *
789
+ * @private
790
+ */
791
+ _reset() {
792
+
793
+ this._currentShadowType = null;
794
+
795
+ disposeShadowMaterial( this.light );
796
+
797
+ if ( this.shadowMap ) {
798
+
799
+ this.shadowMap.dispose();
800
+ this.shadowMap = null;
801
+
802
+ }
803
+
804
+ if ( this.vsmShadowMapVertical !== null ) {
805
+
806
+ this.vsmShadowMapVertical.dispose();
807
+ this.vsmShadowMapVertical = null;
808
+
809
+ this.vsmMaterialVertical.dispose();
810
+ this.vsmMaterialVertical = null;
811
+
812
+ }
813
+
814
+ if ( this.vsmShadowMapHorizontal !== null ) {
815
+
816
+ this.vsmShadowMapHorizontal.dispose();
817
+ this.vsmShadowMapHorizontal = null;
818
+
819
+ this.vsmMaterialHorizontal.dispose();
820
+ this.vsmMaterialHorizontal = null;
821
+
822
+ }
823
+
824
+ }
825
+
826
+ /**
827
+ * The implementation performs the update of the shadow map if necessary.
828
+ *
829
+ * @param {NodeFrame} frame - A reference to the current node frame.
830
+ */
831
+ updateBefore( frame ) {
832
+
833
+ const { shadow } = this;
834
+
835
+ let needsUpdate = shadow.needsUpdate || shadow.autoUpdate;
836
+
837
+ if ( needsUpdate ) {
838
+
839
+ if ( this._cameraFrameId[ frame.camera ] === frame.frameId ) {
840
+
841
+ needsUpdate = false;
842
+
843
+ }
844
+
845
+ this._cameraFrameId[ frame.camera ] = frame.frameId;
846
+
847
+ }
848
+
849
+ if ( needsUpdate ) {
850
+
851
+ this.updateShadow( frame );
852
+
853
+ if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {
854
+
855
+ shadow.needsUpdate = false;
856
+
857
+ }
858
+
859
+ }
860
+
861
+ }
862
+
863
+ }
864
+
865
+ export default ShadowNode;
866
+
867
+ /**
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+ * Shadow Render Object Function.
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+ *
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+ * @function shadowRenderObjectFunction
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+ * @param {Object3D} object - The 3D object to render.
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+ * @param {Scene} scene - The scene containing the object.
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+ * @param {Camera} _camera - The camera used for rendering.
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+ * @param {BufferGeometry} geometry - The geometry of the object.
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+ * @param {Material} material - The material of the object.
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+ * @param {Group} group - The group the object belongs to.
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+ * @param {...any} params - Additional parameters for rendering.
878
+ */
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+
880
+ /**
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+ * TSL function for creating an instance of `ShadowNode`.
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+ *
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+ * @tsl
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+ * @function
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+ * @param {Light} light - The shadow casting light.
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+ * @param {?LightShadow} [shadow] - The light shadow.
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+ * @return {ShadowNode} The created shadow node.
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+ */
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+ export const shadow = ( light, shadow ) => new ShadowNode( light, shadow );