@lampdotdev/lamp 0.0.0-stage → 0.35.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (464) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +357 -2
  3. package/Resources/Devices/roku.json +410 -0
  4. package/Resources/Devices/xbox-one.json +367 -0
  5. package/Resources/GameKit/NOTICE.md +63 -0
  6. package/Resources/GameKit/apple/LampPage.swift +1646 -0
  7. package/Resources/GameKit/apple/LampPlayer.swift +46 -0
  8. package/Resources/GameKit/apple/LampWebApp.swift +63 -0
  9. package/Resources/GameKit/apple/LampWebGame.swift +87 -0
  10. package/Resources/GameKit/apple/Native.swift +12 -0
  11. package/Resources/GameKit/build.sh +55 -0
  12. package/Resources/GameKit/lamp_game.h +116 -0
  13. package/Resources/GameKit/lamp_host.h +19 -0
  14. package/Resources/GameKit/lamp_kit.cpp +61 -0
  15. package/Resources/GameKit/lamp_sound.cpp +455 -0
  16. package/Resources/GameKit/lamp_xbox.cpp +374 -0
  17. package/Resources/GameKit/libraries/HandmadeMath.h +3940 -0
  18. package/Resources/GameKit/libraries/cgltf.h +7240 -0
  19. package/Resources/GameKit/libraries/dr_mp3.h +5430 -0
  20. package/Resources/GameKit/libraries/dr_wav.h +9209 -0
  21. package/Resources/GameKit/libraries/sokol_debugtext.h +4754 -0
  22. package/Resources/GameKit/libraries/sokol_gfx.h +29558 -0
  23. package/Resources/GameKit/libraries/sokol_gl.h +4538 -0
  24. package/Resources/GameKit/libraries/sokol_log.h +335 -0
  25. package/Resources/GameKit/libraries/sokol_shape.h +1531 -0
  26. package/Resources/GameKit/libraries/stb_image.h +7988 -0
  27. package/Resources/GameKit/libraries/stb_vorbis.c +5584 -0
  28. package/Resources/GameKit/scaffold/Game/game.cpp +142 -0
  29. package/Resources/GameKit/scaffold/Game/scene.glsl +49 -0
  30. package/Resources/GameKit/scaffold-web/Web/game.js +31 -0
  31. package/Resources/GameKit/scaffold-web/Web/index.html +13 -0
  32. package/Resources/GameKit/scaffold-web/Web/making.js +33 -0
  33. package/Resources/GameKit/scaffold-web/Web/world.js +33 -0
  34. package/Resources/GameKit/web/lamp-game.js +3036 -0
  35. package/Resources/GameKit/web/lamp-phaser.js +128 -0
  36. package/Resources/WebHost/App.exe +0 -0
  37. package/Resources/WebHost/Microsoft.Web.WebView2.Core.dll +0 -0
  38. package/Resources/WebHost/WebView2-LICENSE.txt +27 -0
  39. package/Resources/WebHost/lamp_controllers.h +1506 -0
  40. package/Resources/WebHost/lamp_web_host.cpp +1173 -0
  41. package/Resources/WebLibraries/earlier.txt +318 -0
  42. package/Resources/WebLibraries/phaser/LICENSE.md +20 -0
  43. package/Resources/WebLibraries/phaser/NOTICE.md +2 -0
  44. package/Resources/WebLibraries/phaser/phaser.esm.min.js +1 -0
  45. package/Resources/WebLibraries/qrcode/LICENSE +21 -0
  46. package/Resources/WebLibraries/qrcode/NOTICE.md +4 -0
  47. package/Resources/WebLibraries/qrcode/qrcode.js +2297 -0
  48. package/Resources/WebLibraries/rapier/LICENSE +201 -0
  49. package/Resources/WebLibraries/rapier/NOTICE.md +3 -0
  50. package/Resources/WebLibraries/rapier/rapier.js +2 -0
  51. package/Resources/WebLibraries/three/LICENSE +21 -0
  52. package/Resources/WebLibraries/three/NOTICE.md +4 -0
  53. package/Resources/WebLibraries/three/addons/animation/AnimationClipCreator.js +168 -0
  54. package/Resources/WebLibraries/three/addons/animation/CCDIKSolver.js +607 -0
  55. package/Resources/WebLibraries/three/addons/controls/ArcballControls.js +3543 -0
  56. package/Resources/WebLibraries/three/addons/controls/DragControls.js +452 -0
  57. package/Resources/WebLibraries/three/addons/controls/FirstPersonControls.js +512 -0
  58. package/Resources/WebLibraries/three/addons/controls/FlyControls.js +384 -0
  59. package/Resources/WebLibraries/three/addons/controls/MapControls.js +116 -0
  60. package/Resources/WebLibraries/three/addons/controls/OrbitControls.js +1985 -0
  61. package/Resources/WebLibraries/three/addons/controls/PointerLockControls.js +264 -0
  62. package/Resources/WebLibraries/three/addons/controls/TrackballControls.js +1106 -0
  63. package/Resources/WebLibraries/three/addons/controls/TransformControls.js +2003 -0
  64. package/Resources/WebLibraries/three/addons/curves/CurveExtras.js +694 -0
  65. package/Resources/WebLibraries/three/addons/curves/NURBSCurve.js +169 -0
  66. package/Resources/WebLibraries/three/addons/curves/NURBSSurface.js +98 -0
  67. package/Resources/WebLibraries/three/addons/curves/NURBSUtils.js +532 -0
  68. package/Resources/WebLibraries/three/addons/curves/NURBSVolume.js +82 -0
  69. package/Resources/WebLibraries/three/addons/effects/AnaglyphEffect.js +274 -0
  70. package/Resources/WebLibraries/three/addons/effects/AsciiEffect.js +323 -0
  71. package/Resources/WebLibraries/three/addons/effects/OutlineEffect.js +489 -0
  72. package/Resources/WebLibraries/three/addons/effects/ParallaxBarrierEffect.js +155 -0
  73. package/Resources/WebLibraries/three/addons/effects/StereoEffect.js +91 -0
  74. package/Resources/WebLibraries/three/addons/environments/ColorEnvironment.js +59 -0
  75. package/Resources/WebLibraries/three/addons/environments/DebugEnvironment.js +102 -0
  76. package/Resources/WebLibraries/three/addons/environments/RoomEnvironment.js +185 -0
  77. package/Resources/WebLibraries/three/addons/geometries/BoxLineGeometry.js +92 -0
  78. package/Resources/WebLibraries/three/addons/geometries/ConvexGeometry.js +72 -0
  79. package/Resources/WebLibraries/three/addons/geometries/DecalGeometry.js +420 -0
  80. package/Resources/WebLibraries/three/addons/geometries/LoftGeometry.js +355 -0
  81. package/Resources/WebLibraries/three/addons/geometries/ParametricFunctions.js +100 -0
  82. package/Resources/WebLibraries/three/addons/geometries/ParametricGeometry.js +172 -0
  83. package/Resources/WebLibraries/three/addons/geometries/RoundedBoxGeometry.js +216 -0
  84. package/Resources/WebLibraries/three/addons/geometries/TeapotGeometry.js +689 -0
  85. package/Resources/WebLibraries/three/addons/geometries/TextGeometry.js +102 -0
  86. package/Resources/WebLibraries/three/addons/helpers/AnimationPathHelper.js +302 -0
  87. package/Resources/WebLibraries/three/addons/helpers/LightProbeGridHelper.js +166 -0
  88. package/Resources/WebLibraries/three/addons/helpers/LightProbeGridHelperWebGL.js +221 -0
  89. package/Resources/WebLibraries/three/addons/helpers/LightProbeHelper.js +166 -0
  90. package/Resources/WebLibraries/three/addons/helpers/LightProbeHelperGPU.js +102 -0
  91. package/Resources/WebLibraries/three/addons/helpers/OctreeHelper.js +109 -0
  92. package/Resources/WebLibraries/three/addons/helpers/PositionalAudioHelper.js +169 -0
  93. package/Resources/WebLibraries/three/addons/helpers/RapierHelper.js +59 -0
  94. package/Resources/WebLibraries/three/addons/helpers/RectAreaLightHelper.js +118 -0
  95. package/Resources/WebLibraries/three/addons/helpers/TextureHelper.js +265 -0
  96. package/Resources/WebLibraries/three/addons/helpers/TextureHelperGPU.js +214 -0
  97. package/Resources/WebLibraries/three/addons/helpers/VertexNormalsHelper.js +155 -0
  98. package/Resources/WebLibraries/three/addons/helpers/VertexTangentsHelper.js +133 -0
  99. package/Resources/WebLibraries/three/addons/helpers/ViewHelper.js +529 -0
  100. package/Resources/WebLibraries/three/addons/interactive/HTMLMesh.js +617 -0
  101. package/Resources/WebLibraries/three/addons/interactive/InteractiveGroup.js +224 -0
  102. package/Resources/WebLibraries/three/addons/interactive/SelectionBox.js +324 -0
  103. package/Resources/WebLibraries/three/addons/interactive/SelectionHelper.js +150 -0
  104. package/Resources/WebLibraries/three/addons/libs/fflate.module.js +2699 -0
  105. package/Resources/WebLibraries/three/addons/libs/lil-gui.module.min.js +8 -0
  106. package/Resources/WebLibraries/three/addons/libs/meshopt_decoder.module.js +196 -0
  107. package/Resources/WebLibraries/three/addons/libs/potpack.module.js +125 -0
  108. package/Resources/WebLibraries/three/addons/libs/stats.module.js +167 -0
  109. package/Resources/WebLibraries/three/addons/libs/tween.module.js +876 -0
  110. package/Resources/WebLibraries/three/addons/lighting/ClusteredLighting.js +153 -0
  111. package/Resources/WebLibraries/three/addons/lighting/DynamicLighting.js +82 -0
  112. package/Resources/WebLibraries/three/addons/lighting/LightMapper.js +295 -0
  113. package/Resources/WebLibraries/three/addons/lighting/LightProbeGrid.js +923 -0
  114. package/Resources/WebLibraries/three/addons/lighting/LightProbeGridUtils.js +107 -0
  115. package/Resources/WebLibraries/three/addons/lighting/LightProbeGridWebGL.js +846 -0
  116. package/Resources/WebLibraries/three/addons/lighting/vxgi/VXGIConeTracer.js +243 -0
  117. package/Resources/WebLibraries/three/addons/lighting/vxgi/VXGIIrradiance.js +43 -0
  118. package/Resources/WebLibraries/three/addons/lighting/vxgi/VXGINode.js +617 -0
  119. package/Resources/WebLibraries/three/addons/lighting/vxgi/VXGISceneCollector.js +793 -0
  120. package/Resources/WebLibraries/three/addons/lighting/vxgi/VXGIVolume.js +1440 -0
  121. package/Resources/WebLibraries/three/addons/lights/LightProbeGenerator.js +337 -0
  122. package/Resources/WebLibraries/three/addons/lights/RectAreaLightTexturesLib.js +127 -0
  123. package/Resources/WebLibraries/three/addons/lights/RectAreaLightUniformsLib.js +40 -0
  124. package/Resources/WebLibraries/three/addons/lights/SunLight.js +100 -0
  125. package/Resources/WebLibraries/three/addons/lights/SunLightNode.js +56 -0
  126. package/Resources/WebLibraries/three/addons/lights/SunLightShadow.js +319 -0
  127. package/Resources/WebLibraries/three/addons/lights/SunShadowNode.js +312 -0
  128. package/Resources/WebLibraries/three/addons/lines/Line2.js +56 -0
  129. package/Resources/WebLibraries/three/addons/lines/LineGeometry.js +157 -0
  130. package/Resources/WebLibraries/three/addons/lines/LineMaterial.js +742 -0
  131. package/Resources/WebLibraries/three/addons/lines/LineSegments2.js +434 -0
  132. package/Resources/WebLibraries/three/addons/lines/LineSegmentsGeometry.js +298 -0
  133. package/Resources/WebLibraries/three/addons/lines/Wireframe.js +108 -0
  134. package/Resources/WebLibraries/three/addons/lines/WireframeGeometry2.js +49 -0
  135. package/Resources/WebLibraries/three/addons/lines/webgpu/Line2.js +46 -0
  136. package/Resources/WebLibraries/three/addons/lines/webgpu/LineSegments2.js +419 -0
  137. package/Resources/WebLibraries/three/addons/lines/webgpu/Wireframe.js +86 -0
  138. package/Resources/WebLibraries/three/addons/loaders/EXRLoader.js +3411 -0
  139. package/Resources/WebLibraries/three/addons/loaders/FBXLoader.js +4660 -0
  140. package/Resources/WebLibraries/three/addons/loaders/FontLoader.js +262 -0
  141. package/Resources/WebLibraries/three/addons/loaders/GLTFLoader.js +5006 -0
  142. package/Resources/WebLibraries/three/addons/loaders/HDRLoader.js +463 -0
  143. package/Resources/WebLibraries/three/addons/loaders/MTLLoader.js +601 -0
  144. package/Resources/WebLibraries/three/addons/loaders/OBJLoader.js +961 -0
  145. package/Resources/WebLibraries/three/addons/loaders/PLYLoader.js +992 -0
  146. package/Resources/WebLibraries/three/addons/loaders/RGBELoader.js +18 -0
  147. package/Resources/WebLibraries/three/addons/loaders/STLLoader.js +423 -0
  148. package/Resources/WebLibraries/three/addons/loaders/SVGLoader.js +3297 -0
  149. package/Resources/WebLibraries/three/addons/loaders/TGALoader.js +539 -0
  150. package/Resources/WebLibraries/three/addons/loaders/UltraHDRLoader.js +757 -0
  151. package/Resources/WebLibraries/three/addons/math/Capsule.js +159 -0
  152. package/Resources/WebLibraries/three/addons/math/ColorConverter.js +62 -0
  153. package/Resources/WebLibraries/three/addons/math/ColorSpaces.js +147 -0
  154. package/Resources/WebLibraries/three/addons/math/ConvexHull.js +1695 -0
  155. package/Resources/WebLibraries/three/addons/math/ImprovedNoise.js +88 -0
  156. package/Resources/WebLibraries/three/addons/math/Lut.js +317 -0
  157. package/Resources/WebLibraries/three/addons/math/MeshSurfaceSampler.js +315 -0
  158. package/Resources/WebLibraries/three/addons/math/OBB.js +535 -0
  159. package/Resources/WebLibraries/three/addons/math/Octree.js +825 -0
  160. package/Resources/WebLibraries/three/addons/math/SimplexNoise.js +470 -0
  161. package/Resources/WebLibraries/three/addons/misc/ConvexObjectBreaker.js +539 -0
  162. package/Resources/WebLibraries/three/addons/misc/GPUComputationRenderer.js +508 -0
  163. package/Resources/WebLibraries/three/addons/misc/Gyroscope.js +78 -0
  164. package/Resources/WebLibraries/three/addons/misc/MorphAnimMesh.js +119 -0
  165. package/Resources/WebLibraries/three/addons/misc/MorphBlendMesh.js +425 -0
  166. package/Resources/WebLibraries/three/addons/misc/ProgressiveLightMap.js +370 -0
  167. package/Resources/WebLibraries/three/addons/misc/ProgressiveLightMapGPU.js +322 -0
  168. package/Resources/WebLibraries/three/addons/misc/RollerCoaster.js +661 -0
  169. package/Resources/WebLibraries/three/addons/misc/Sculptor.js +1679 -0
  170. package/Resources/WebLibraries/three/addons/misc/SculptorMesh.js +1504 -0
  171. package/Resources/WebLibraries/three/addons/misc/SculptorTools.js +1180 -0
  172. package/Resources/WebLibraries/three/addons/misc/SculptorUtils.js +345 -0
  173. package/Resources/WebLibraries/three/addons/misc/TileCreasedNormalsPlugin.js +270 -0
  174. package/Resources/WebLibraries/three/addons/misc/TubePainter.js +611 -0
  175. package/Resources/WebLibraries/three/addons/misc/Volume.js +520 -0
  176. package/Resources/WebLibraries/three/addons/misc/VolumeSlice.js +275 -0
  177. package/Resources/WebLibraries/three/addons/modifiers/CurveModifier.js +374 -0
  178. package/Resources/WebLibraries/three/addons/modifiers/CurveModifierGPU.js +256 -0
  179. package/Resources/WebLibraries/three/addons/modifiers/EdgeSplitModifier.js +299 -0
  180. package/Resources/WebLibraries/three/addons/modifiers/TessellateModifier.js +340 -0
  181. package/Resources/WebLibraries/three/addons/objects/GroundedSkybox.js +69 -0
  182. package/Resources/WebLibraries/three/addons/objects/Lensflare.js +489 -0
  183. package/Resources/WebLibraries/three/addons/objects/LensflareMesh.js +376 -0
  184. package/Resources/WebLibraries/three/addons/objects/MarchingCubes.js +1261 -0
  185. package/Resources/WebLibraries/three/addons/objects/Reflector.js +390 -0
  186. package/Resources/WebLibraries/three/addons/objects/ReflectorForSSRPass.js +393 -0
  187. package/Resources/WebLibraries/three/addons/objects/Refractor.js +389 -0
  188. package/Resources/WebLibraries/three/addons/objects/ShadowMesh.js +130 -0
  189. package/Resources/WebLibraries/three/addons/objects/Sky.js +342 -0
  190. package/Resources/WebLibraries/three/addons/objects/SkyMesh.js +403 -0
  191. package/Resources/WebLibraries/three/addons/objects/Water.js +374 -0
  192. package/Resources/WebLibraries/three/addons/objects/Water2.js +403 -0
  193. package/Resources/WebLibraries/three/addons/objects/Water2Mesh.js +199 -0
  194. package/Resources/WebLibraries/three/addons/objects/WaterMesh.js +194 -0
  195. package/Resources/WebLibraries/three/addons/postprocessing/AfterimagePass.js +187 -0
  196. package/Resources/WebLibraries/three/addons/postprocessing/BloomPass.js +274 -0
  197. package/Resources/WebLibraries/three/addons/postprocessing/BokehPass.js +218 -0
  198. package/Resources/WebLibraries/three/addons/postprocessing/ClearPass.js +97 -0
  199. package/Resources/WebLibraries/three/addons/postprocessing/CubeTexturePass.js +146 -0
  200. package/Resources/WebLibraries/three/addons/postprocessing/DotScreenPass.js +114 -0
  201. package/Resources/WebLibraries/three/addons/postprocessing/EffectComposer.js +365 -0
  202. package/Resources/WebLibraries/three/addons/postprocessing/FXAAPass.js +40 -0
  203. package/Resources/WebLibraries/three/addons/postprocessing/FilmPass.js +113 -0
  204. package/Resources/WebLibraries/three/addons/postprocessing/GTAOPass.js +735 -0
  205. package/Resources/WebLibraries/three/addons/postprocessing/GlitchPass.js +177 -0
  206. package/Resources/WebLibraries/three/addons/postprocessing/HalftonePass.js +134 -0
  207. package/Resources/WebLibraries/three/addons/postprocessing/LUTPass.js +138 -0
  208. package/Resources/WebLibraries/three/addons/postprocessing/MaskPass.js +195 -0
  209. package/Resources/WebLibraries/three/addons/postprocessing/OutlinePass.js +776 -0
  210. package/Resources/WebLibraries/three/addons/postprocessing/OutputPass.js +148 -0
  211. package/Resources/WebLibraries/three/addons/postprocessing/Pass.js +191 -0
  212. package/Resources/WebLibraries/three/addons/postprocessing/RenderPass.js +193 -0
  213. package/Resources/WebLibraries/three/addons/postprocessing/RenderPixelatedPass.js +314 -0
  214. package/Resources/WebLibraries/three/addons/postprocessing/RenderTransitionPass.js +267 -0
  215. package/Resources/WebLibraries/three/addons/postprocessing/SAOPass.js +407 -0
  216. package/Resources/WebLibraries/three/addons/postprocessing/SMAAPass.js +230 -0
  217. package/Resources/WebLibraries/three/addons/postprocessing/SSAARenderPass.js +313 -0
  218. package/Resources/WebLibraries/three/addons/postprocessing/SSAOPass.js +527 -0
  219. package/Resources/WebLibraries/three/addons/postprocessing/SSRPass.js +858 -0
  220. package/Resources/WebLibraries/three/addons/postprocessing/SavePass.js +132 -0
  221. package/Resources/WebLibraries/three/addons/postprocessing/ShaderPass.js +135 -0
  222. package/Resources/WebLibraries/three/addons/postprocessing/TAARenderPass.js +243 -0
  223. package/Resources/WebLibraries/three/addons/postprocessing/TexturePass.js +131 -0
  224. package/Resources/WebLibraries/three/addons/postprocessing/UnrealBloomPass.js +541 -0
  225. package/Resources/WebLibraries/three/addons/shaders/ACESFilmicToneMappingShader.js +96 -0
  226. package/Resources/WebLibraries/three/addons/shaders/AfterimageShader.js +63 -0
  227. package/Resources/WebLibraries/three/addons/shaders/BasicShader.js +36 -0
  228. package/Resources/WebLibraries/three/addons/shaders/BleachBypassShader.js +68 -0
  229. package/Resources/WebLibraries/three/addons/shaders/BlendShader.js +56 -0
  230. package/Resources/WebLibraries/three/addons/shaders/BokehShader.js +151 -0
  231. package/Resources/WebLibraries/three/addons/shaders/BokehShader2.js +404 -0
  232. package/Resources/WebLibraries/three/addons/shaders/BrightnessContrastShader.js +62 -0
  233. package/Resources/WebLibraries/three/addons/shaders/ColorCorrectionShader.js +59 -0
  234. package/Resources/WebLibraries/three/addons/shaders/ColorifyShader.js +57 -0
  235. package/Resources/WebLibraries/three/addons/shaders/ConvolutionShader.js +74 -0
  236. package/Resources/WebLibraries/three/addons/shaders/CopyShader.js +52 -0
  237. package/Resources/WebLibraries/three/addons/shaders/DOFMipMapShader.js +63 -0
  238. package/Resources/WebLibraries/three/addons/shaders/DepthLimitedBlurShader.js +183 -0
  239. package/Resources/WebLibraries/three/addons/shaders/DigitalGlitch.js +104 -0
  240. package/Resources/WebLibraries/three/addons/shaders/DotScreenShader.js +75 -0
  241. package/Resources/WebLibraries/three/addons/shaders/ExposureShader.js +51 -0
  242. package/Resources/WebLibraries/three/addons/shaders/FXAAShader.js +298 -0
  243. package/Resources/WebLibraries/three/addons/shaders/FilmShader.js +73 -0
  244. package/Resources/WebLibraries/three/addons/shaders/FocusShader.js +94 -0
  245. package/Resources/WebLibraries/three/addons/shaders/FreiChenShader.js +103 -0
  246. package/Resources/WebLibraries/three/addons/shaders/GTAOShader.js +437 -0
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  249. package/Resources/WebLibraries/three/addons/shaders/HorizontalBlurShader.js +68 -0
  250. package/Resources/WebLibraries/three/addons/shaders/HorizontalTiltShiftShader.js +70 -0
  251. package/Resources/WebLibraries/three/addons/shaders/HueSaturationShader.js +74 -0
  252. package/Resources/WebLibraries/three/addons/shaders/KaleidoShader.js +65 -0
  253. package/Resources/WebLibraries/three/addons/shaders/LuminosityHighPassShader.js +68 -0
  254. package/Resources/WebLibraries/three/addons/shaders/LuminosityShader.js +54 -0
  255. package/Resources/WebLibraries/three/addons/shaders/MirrorShader.js +62 -0
  256. package/Resources/WebLibraries/three/addons/shaders/NormalMapShader.js +60 -0
  257. package/Resources/WebLibraries/three/addons/shaders/OutputShader.js +103 -0
  258. package/Resources/WebLibraries/three/addons/shaders/PoissonDenoiseShader.js +230 -0
  259. package/Resources/WebLibraries/three/addons/shaders/RGBShiftShader.js +61 -0
  260. package/Resources/WebLibraries/three/addons/shaders/SAOShader.js +201 -0
  261. package/Resources/WebLibraries/three/addons/shaders/SMAAShader.js +489 -0
  262. package/Resources/WebLibraries/three/addons/shaders/SSAOShader.js +331 -0
  263. package/Resources/WebLibraries/three/addons/shaders/SSRShader.js +396 -0
  264. package/Resources/WebLibraries/three/addons/shaders/SepiaShader.js +57 -0
  265. package/Resources/WebLibraries/three/addons/shaders/SobelOperatorShader.js +98 -0
  266. package/Resources/WebLibraries/three/addons/shaders/SubsurfaceScatteringShader.js +95 -0
  267. package/Resources/WebLibraries/three/addons/shaders/TechnicolorShader.js +51 -0
  268. package/Resources/WebLibraries/three/addons/shaders/ToonShader.js +349 -0
  269. package/Resources/WebLibraries/three/addons/shaders/TriangleBlurShader.js +79 -0
  270. package/Resources/WebLibraries/three/addons/shaders/UnpackDepthRGBAShader.js +60 -0
  271. package/Resources/WebLibraries/three/addons/shaders/VelocityShader.js +137 -0
  272. package/Resources/WebLibraries/three/addons/shaders/VerticalBlurShader.js +66 -0
  273. package/Resources/WebLibraries/three/addons/shaders/VerticalTiltShiftShader.js +70 -0
  274. package/Resources/WebLibraries/three/addons/shaders/VignetteShader.js +56 -0
  275. package/Resources/WebLibraries/three/addons/shaders/VolumeShader.js +285 -0
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@@ -0,0 +1,776 @@
1
+ import {
2
+ AdditiveBlending,
3
+ Color,
4
+ DoubleSide,
5
+ HalfFloatType,
6
+ Matrix4,
7
+ MeshDepthMaterial,
8
+ NoBlending,
9
+ RGBADepthPacking,
10
+ ShaderMaterial,
11
+ UniformsUtils,
12
+ Vector2,
13
+ Vector3,
14
+ WebGLRenderTarget
15
+ } from 'three';
16
+ import { Pass, FullScreenQuad } from './Pass.js';
17
+ import { CopyShader } from '../shaders/CopyShader.js';
18
+
19
+ /**
20
+ * A pass for rendering outlines around selected objects.
21
+ *
22
+ * ```js
23
+ * const resolution = new THREE.Vector2( window.innerWidth, window.innerHeight );
24
+ * const outlinePass = new OutlinePass( resolution, scene, camera );
25
+ * composer.addPass( outlinePass );
26
+ * ```
27
+ *
28
+ * @augments Pass
29
+ * @three_import import { OutlinePass } from 'three/addons/postprocessing/OutlinePass.js';
30
+ */
31
+ class OutlinePass extends Pass {
32
+
33
+ /**
34
+ * Constructs a new outline pass.
35
+ *
36
+ * @param {Vector2} [resolution] - The effect's resolution.
37
+ * @param {Scene} scene - The scene to render.
38
+ * @param {Camera} camera - The camera.
39
+ * @param {Array<Object3D>} [selectedObjects] - The selected 3D objects that should receive an outline.
40
+ *
41
+ */
42
+ constructor( resolution, scene, camera, selectedObjects ) {
43
+
44
+ super();
45
+
46
+ /**
47
+ * The scene to render.
48
+ *
49
+ * @type {Object}
50
+ */
51
+ this.renderScene = scene;
52
+
53
+ /**
54
+ * The camera.
55
+ *
56
+ * @type {Object}
57
+ */
58
+ this.renderCamera = camera;
59
+
60
+ /**
61
+ * The selected 3D objects that should receive an outline.
62
+ *
63
+ * @type {Array<Object3D>}
64
+ */
65
+ this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
66
+
67
+ /**
68
+ * The visible edge color.
69
+ *
70
+ * @type {Color}
71
+ * @default (1,1,1)
72
+ */
73
+ this.visibleEdgeColor = new Color( 1, 1, 1 );
74
+
75
+ /**
76
+ * The hidden edge color.
77
+ *
78
+ * @type {Color}
79
+ * @default (0.1,0.04,0.02)
80
+ */
81
+ this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
82
+
83
+ /**
84
+ * Can be used for an animated glow/pulse effect.
85
+ *
86
+ * @type {number}
87
+ * @default 0
88
+ */
89
+ this.edgeGlow = 0.0;
90
+
91
+ /**
92
+ * Whether to use a pattern texture for to highlight selected
93
+ * 3D objects or not.
94
+ *
95
+ * @type {boolean}
96
+ * @default false
97
+ */
98
+ this.usePatternTexture = false;
99
+
100
+ /**
101
+ * Can be used to highlight selected 3D objects. Requires to set
102
+ * {@link OutlinePass#usePatternTexture} to `true`.
103
+ *
104
+ * @type {?Texture}
105
+ * @default null
106
+ */
107
+ this.patternTexture = null;
108
+
109
+ /**
110
+ * The edge thickness.
111
+ *
112
+ * @type {number}
113
+ * @default 1
114
+ */
115
+ this.edgeThickness = 1.0;
116
+
117
+ /**
118
+ * The edge strength.
119
+ *
120
+ * @type {number}
121
+ * @default 3
122
+ */
123
+ this.edgeStrength = 3.0;
124
+
125
+ /**
126
+ * The downsample ratio. The effect can be rendered in a much
127
+ * lower resolution than the beauty pass.
128
+ *
129
+ * @type {number}
130
+ * @default 2
131
+ */
132
+ this.downSampleRatio = 2;
133
+
134
+ /**
135
+ * The pulse period.
136
+ *
137
+ * @type {number}
138
+ * @default 0
139
+ */
140
+ this.pulsePeriod = 0;
141
+
142
+ this._visibilityCache = new Map();
143
+ this._selectionCache = new Set();
144
+
145
+ /**
146
+ * The effect's resolution.
147
+ *
148
+ * @type {Vector2}
149
+ * @default (256,256)
150
+ */
151
+ this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
152
+
153
+ const resx = Math.round( this.resolution.x / this.downSampleRatio );
154
+ const resy = Math.round( this.resolution.y / this.downSampleRatio );
155
+
156
+ this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y );
157
+ this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
158
+ this.renderTargetMaskBuffer.texture.generateMipmaps = false;
159
+
160
+ this.depthMaterial = new MeshDepthMaterial();
161
+ this.depthMaterial.side = DoubleSide;
162
+ this.depthMaterial.depthPacking = RGBADepthPacking;
163
+ this.depthMaterial.blending = NoBlending;
164
+
165
+ this.prepareMaskMaterial = this._getPrepareMaskMaterial();
166
+ this.prepareMaskMaterial.side = DoubleSide;
167
+ this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
168
+
169
+ this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, { type: HalfFloatType } );
170
+ this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
171
+ this.renderTargetDepthBuffer.texture.generateMipmaps = false;
172
+
173
+ this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, { type: HalfFloatType, depthBuffer: false } );
174
+ this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
175
+ this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
176
+
177
+ this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType, depthBuffer: false } );
178
+ this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
179
+ this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
180
+ this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType, depthBuffer: false } );
181
+ this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
182
+ this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
183
+
184
+ this.edgeDetectionMaterial = this._getEdgeDetectionMaterial();
185
+ this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, { type: HalfFloatType, depthBuffer: false } );
186
+ this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
187
+ this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
188
+ this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), { type: HalfFloatType, depthBuffer: false } );
189
+ this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
190
+ this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
191
+
192
+ const MAX_EDGE_THICKNESS = 4;
193
+ const MAX_EDGE_GLOW = 4;
194
+
195
+ this.separableBlurMaterial1 = this._getSeparableBlurMaterial( MAX_EDGE_THICKNESS );
196
+ this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
197
+ this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
198
+ this.separableBlurMaterial2 = this._getSeparableBlurMaterial( MAX_EDGE_GLOW );
199
+ this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
200
+ this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
201
+
202
+ // Overlay material
203
+ this.overlayMaterial = this._getOverlayMaterial();
204
+
205
+ // copy material
206
+
207
+ const copyShader = CopyShader;
208
+
209
+ this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
210
+
211
+ this.materialCopy = new ShaderMaterial( {
212
+ uniforms: this.copyUniforms,
213
+ vertexShader: copyShader.vertexShader,
214
+ fragmentShader: copyShader.fragmentShader,
215
+ blending: NoBlending,
216
+ depthTest: false,
217
+ depthWrite: false
218
+ } );
219
+
220
+ this.enabled = true;
221
+ this.needsSwap = false;
222
+
223
+ this._oldClearColor = new Color();
224
+ this.oldClearAlpha = 1;
225
+
226
+ this._fsQuad = new FullScreenQuad( null );
227
+
228
+ this.tempPulseColor1 = new Color();
229
+ this.tempPulseColor2 = new Color();
230
+ this.textureMatrix = new Matrix4();
231
+
232
+ function replaceDepthToViewZ( string, camera ) {
233
+
234
+ const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
235
+
236
+ return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
237
+
238
+ }
239
+
240
+ }
241
+
242
+ /**
243
+ * Frees the GPU-related resources allocated by this instance. Call this
244
+ * method whenever the pass is no longer used in your app.
245
+ */
246
+ dispose() {
247
+
248
+ this.renderTargetMaskBuffer.dispose();
249
+ this.renderTargetDepthBuffer.dispose();
250
+ this.renderTargetMaskDownSampleBuffer.dispose();
251
+ this.renderTargetBlurBuffer1.dispose();
252
+ this.renderTargetBlurBuffer2.dispose();
253
+ this.renderTargetEdgeBuffer1.dispose();
254
+ this.renderTargetEdgeBuffer2.dispose();
255
+
256
+ this.depthMaterial.dispose();
257
+ this.prepareMaskMaterial.dispose();
258
+ this.edgeDetectionMaterial.dispose();
259
+ this.separableBlurMaterial1.dispose();
260
+ this.separableBlurMaterial2.dispose();
261
+ this.overlayMaterial.dispose();
262
+ this.materialCopy.dispose();
263
+
264
+ this._fsQuad.dispose();
265
+
266
+ }
267
+
268
+ /**
269
+ * Sets the size of the pass.
270
+ *
271
+ * @param {number} width - The width to set.
272
+ * @param {number} height - The height to set.
273
+ */
274
+ setSize( width, height ) {
275
+
276
+ this.renderTargetMaskBuffer.setSize( width, height );
277
+ this.renderTargetDepthBuffer.setSize( width, height );
278
+
279
+ let resx = Math.round( width / this.downSampleRatio );
280
+ let resy = Math.round( height / this.downSampleRatio );
281
+ this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
282
+ this.renderTargetBlurBuffer1.setSize( resx, resy );
283
+ this.renderTargetEdgeBuffer1.setSize( resx, resy );
284
+ this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
285
+
286
+ resx = Math.round( resx / 2 );
287
+ resy = Math.round( resy / 2 );
288
+
289
+ this.renderTargetBlurBuffer2.setSize( resx, resy );
290
+ this.renderTargetEdgeBuffer2.setSize( resx, resy );
291
+
292
+ this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
293
+
294
+ }
295
+
296
+ /**
297
+ * Performs the Outline pass.
298
+ *
299
+ * @param {WebGLRenderer} renderer - The renderer.
300
+ * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
301
+ * destination for the pass.
302
+ * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
303
+ * previous pass from this buffer.
304
+ * @param {number} deltaTime - The delta time in seconds.
305
+ * @param {boolean} maskActive - Whether masking is active or not.
306
+ */
307
+ render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
308
+
309
+ if ( this.selectedObjects.length > 0 ) {
310
+
311
+ renderer.getClearColor( this._oldClearColor );
312
+ this.oldClearAlpha = renderer.getClearAlpha();
313
+ const oldAutoClear = renderer.autoClear;
314
+
315
+ renderer.autoClear = false;
316
+
317
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
318
+
319
+ renderer.setClearColor( 0xffffff, 1 );
320
+
321
+ this._updateSelectionCache();
322
+
323
+ // Make selected objects invisible
324
+ this._changeVisibilityOfSelectedObjects( false );
325
+
326
+ const currentBackground = this.renderScene.background;
327
+ const currentOverrideMaterial = this.renderScene.overrideMaterial;
328
+ this.renderScene.background = null;
329
+
330
+ // 1. Draw Non Selected objects in the depth buffer
331
+ this.renderScene.overrideMaterial = this.depthMaterial;
332
+ renderer.setRenderTarget( this.renderTargetDepthBuffer );
333
+ renderer.clear();
334
+ renderer.render( this.renderScene, this.renderCamera );
335
+
336
+ // Make selected objects visible
337
+ this._changeVisibilityOfSelectedObjects( true );
338
+ this._visibilityCache.clear();
339
+
340
+ // Update Texture Matrix for Depth compare
341
+ this._updateTextureMatrix();
342
+
343
+ // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
344
+ this._changeVisibilityOfNonSelectedObjects( false );
345
+ this.renderScene.overrideMaterial = this.prepareMaskMaterial;
346
+ this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
347
+ this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
348
+ this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
349
+ renderer.setRenderTarget( this.renderTargetMaskBuffer );
350
+ renderer.clear();
351
+ renderer.render( this.renderScene, this.renderCamera );
352
+ this._changeVisibilityOfNonSelectedObjects( true );
353
+ this._visibilityCache.clear();
354
+ this._selectionCache.clear();
355
+
356
+ this.renderScene.background = currentBackground;
357
+ this.renderScene.overrideMaterial = currentOverrideMaterial;
358
+
359
+ // 2. Downsample to Half resolution
360
+ this._fsQuad.material = this.materialCopy;
361
+ this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
362
+ renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
363
+ renderer.clear();
364
+ this._fsQuad.render( renderer );
365
+
366
+ this.tempPulseColor1.copy( this.visibleEdgeColor );
367
+ this.tempPulseColor2.copy( this.hiddenEdgeColor );
368
+
369
+ if ( this.pulsePeriod > 0 ) {
370
+
371
+ const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
372
+ this.tempPulseColor1.multiplyScalar( scalar );
373
+ this.tempPulseColor2.multiplyScalar( scalar );
374
+
375
+ }
376
+
377
+ // 3. Apply Edge Detection Pass
378
+ this._fsQuad.material = this.edgeDetectionMaterial;
379
+ this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
380
+ this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
381
+ this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
382
+ this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
383
+ renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
384
+ renderer.clear();
385
+ this._fsQuad.render( renderer );
386
+
387
+ // 4. Apply Blur on Half res
388
+ this._fsQuad.material = this.separableBlurMaterial1;
389
+ this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
390
+ this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
391
+ this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
392
+ renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
393
+ renderer.clear();
394
+ this._fsQuad.render( renderer );
395
+ this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
396
+ this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
397
+ renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
398
+ renderer.clear();
399
+ this._fsQuad.render( renderer );
400
+
401
+ // Apply Blur on quarter res
402
+ this._fsQuad.material = this.separableBlurMaterial2;
403
+ this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
404
+ this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
405
+ renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
406
+ renderer.clear();
407
+ this._fsQuad.render( renderer );
408
+ this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
409
+ this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
410
+ renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
411
+ renderer.clear();
412
+ this._fsQuad.render( renderer );
413
+
414
+ // Blend it additively over the input texture
415
+ this._fsQuad.material = this.overlayMaterial;
416
+ this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
417
+ this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
418
+ this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
419
+ this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
420
+ this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
421
+ this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
422
+ this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
423
+
424
+
425
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
426
+
427
+ renderer.setRenderTarget( readBuffer );
428
+ this._fsQuad.render( renderer );
429
+
430
+ renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
431
+ renderer.autoClear = oldAutoClear;
432
+
433
+ }
434
+
435
+ if ( this.renderToScreen ) {
436
+
437
+ this._fsQuad.material = this.materialCopy;
438
+ this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
439
+ renderer.setRenderTarget( null );
440
+ this._fsQuad.render( renderer );
441
+
442
+ }
443
+
444
+ }
445
+
446
+ // internals
447
+
448
+ _updateSelectionCache() {
449
+
450
+ const cache = this._selectionCache;
451
+
452
+ function gatherSelectedMeshesCallBack( object ) {
453
+
454
+ if ( object.isMesh ) cache.add( object );
455
+
456
+ }
457
+
458
+ cache.clear();
459
+
460
+ for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
461
+
462
+ const selectedObject = this.selectedObjects[ i ];
463
+ selectedObject.traverse( gatherSelectedMeshesCallBack );
464
+
465
+ }
466
+
467
+ }
468
+
469
+ _changeVisibilityOfSelectedObjects( bVisible ) {
470
+
471
+ const cache = this._visibilityCache;
472
+
473
+ for ( const mesh of this._selectionCache ) {
474
+
475
+ if ( bVisible === true ) {
476
+
477
+ mesh.visible = cache.get( mesh );
478
+
479
+ } else {
480
+
481
+ cache.set( mesh, mesh.visible );
482
+ mesh.visible = bVisible;
483
+
484
+ }
485
+
486
+ }
487
+
488
+ }
489
+
490
+ _changeVisibilityOfNonSelectedObjects( bVisible ) {
491
+
492
+ const visibilityCache = this._visibilityCache;
493
+ const selectionCache = this._selectionCache;
494
+
495
+ function VisibilityChangeCallBack( object ) {
496
+
497
+ if ( object.isPoints || object.isLine || object.isLine2 ) {
498
+
499
+ // the visibility of points and lines is always set to false in order to
500
+ // not affect the outline computation
501
+
502
+ if ( bVisible === true ) {
503
+
504
+ object.visible = visibilityCache.get( object ); // restore
505
+
506
+ } else {
507
+
508
+ visibilityCache.set( object, object.visible );
509
+ object.visible = bVisible;
510
+
511
+ }
512
+
513
+ } else if ( object.isMesh || object.isSprite ) {
514
+
515
+ // only meshes and sprites are supported by OutlinePass
516
+
517
+ if ( ! selectionCache.has( object ) ) {
518
+
519
+ const visibility = object.visible;
520
+
521
+ if ( bVisible === false || visibilityCache.get( object ) === true ) {
522
+
523
+ object.visible = bVisible;
524
+
525
+ }
526
+
527
+ visibilityCache.set( object, visibility );
528
+
529
+ }
530
+
531
+ }
532
+
533
+ }
534
+
535
+ this.renderScene.traverse( VisibilityChangeCallBack );
536
+
537
+ }
538
+
539
+ _updateTextureMatrix() {
540
+
541
+ this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
542
+ 0.0, 0.5, 0.0, 0.5,
543
+ 0.0, 0.0, 0.5, 0.5,
544
+ 0.0, 0.0, 0.0, 1.0 );
545
+ this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
546
+ this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
547
+
548
+ }
549
+
550
+ _getPrepareMaskMaterial() {
551
+
552
+ return new ShaderMaterial( {
553
+
554
+ uniforms: {
555
+ 'depthTexture': { value: null },
556
+ 'cameraNearFar': { value: new Vector2( 0.5, 0.5 ) },
557
+ 'textureMatrix': { value: null }
558
+ },
559
+
560
+ vertexShader:
561
+ `#include <batching_pars_vertex>
562
+ #include <morphtarget_pars_vertex>
563
+ #include <skinning_pars_vertex>
564
+
565
+ varying vec4 projTexCoord;
566
+ varying vec4 vPosition;
567
+ uniform mat4 textureMatrix;
568
+
569
+ void main() {
570
+
571
+ #include <batching_vertex>
572
+ #include <skinbase_vertex>
573
+ #include <begin_vertex>
574
+ #include <morphtarget_vertex>
575
+ #include <skinning_vertex>
576
+ #include <project_vertex>
577
+
578
+ vPosition = mvPosition;
579
+
580
+ vec4 worldPosition = vec4( transformed, 1.0 );
581
+
582
+ #ifdef USE_INSTANCING
583
+
584
+ worldPosition = instanceMatrix * worldPosition;
585
+
586
+ #endif
587
+
588
+ worldPosition = modelMatrix * worldPosition;
589
+
590
+ projTexCoord = textureMatrix * worldPosition;
591
+
592
+ }`,
593
+
594
+ fragmentShader:
595
+ `#include <packing>
596
+ varying vec4 vPosition;
597
+ varying vec4 projTexCoord;
598
+ uniform sampler2D depthTexture;
599
+ uniform vec2 cameraNearFar;
600
+
601
+ void main() {
602
+
603
+ float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
604
+ float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
605
+ float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
606
+ gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
607
+
608
+ }`
609
+
610
+ } );
611
+
612
+ }
613
+
614
+ _getEdgeDetectionMaterial() {
615
+
616
+ return new ShaderMaterial( {
617
+
618
+ uniforms: {
619
+ 'maskTexture': { value: null },
620
+ 'texSize': { value: new Vector2( 0.5, 0.5 ) },
621
+ 'visibleEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
622
+ 'hiddenEdgeColor': { value: new Vector3( 1.0, 1.0, 1.0 ) },
623
+ },
624
+
625
+ vertexShader:
626
+ `varying vec2 vUv;
627
+
628
+ void main() {
629
+ vUv = uv;
630
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
631
+ }`,
632
+
633
+ fragmentShader:
634
+ `varying vec2 vUv;
635
+
636
+ uniform sampler2D maskTexture;
637
+ uniform vec2 texSize;
638
+ uniform vec3 visibleEdgeColor;
639
+ uniform vec3 hiddenEdgeColor;
640
+
641
+ void main() {
642
+ vec2 invSize = 1.0 / texSize;
643
+ vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
644
+ vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
645
+ vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
646
+ vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
647
+ vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
648
+ float diff1 = (c1.r - c2.r)*0.5;
649
+ float diff2 = (c3.r - c4.r)*0.5;
650
+ float d = length( vec2(diff1, diff2) );
651
+ float a1 = min(c1.g, c2.g);
652
+ float a2 = min(c3.g, c4.g);
653
+ float visibilityFactor = min(a1, a2);
654
+ vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
655
+ gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
656
+ }`
657
+ } );
658
+
659
+ }
660
+
661
+ _getSeparableBlurMaterial( maxRadius ) {
662
+
663
+ return new ShaderMaterial( {
664
+
665
+ defines: {
666
+ 'MAX_RADIUS': maxRadius,
667
+ },
668
+
669
+ uniforms: {
670
+ 'colorTexture': { value: null },
671
+ 'texSize': { value: new Vector2( 0.5, 0.5 ) },
672
+ 'direction': { value: new Vector2( 0.5, 0.5 ) },
673
+ 'kernelRadius': { value: 1.0 }
674
+ },
675
+
676
+ vertexShader:
677
+ `varying vec2 vUv;
678
+
679
+ void main() {
680
+ vUv = uv;
681
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
682
+ }`,
683
+
684
+ fragmentShader:
685
+ `#include <common>
686
+ varying vec2 vUv;
687
+ uniform sampler2D colorTexture;
688
+ uniform vec2 texSize;
689
+ uniform vec2 direction;
690
+ uniform float kernelRadius;
691
+
692
+ float gaussianPdf(in float x, in float sigma) {
693
+ return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
694
+ }
695
+
696
+ void main() {
697
+ vec2 invSize = 1.0 / texSize;
698
+ float sigma = kernelRadius/2.0;
699
+ float weightSum = gaussianPdf(0.0, sigma);
700
+ vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
701
+ vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
702
+ vec2 uvOffset = delta;
703
+ for( int i = 1; i <= MAX_RADIUS; i ++ ) {
704
+ float x = kernelRadius * float(i) / float(MAX_RADIUS);
705
+ float w = gaussianPdf(x, sigma);
706
+ vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
707
+ vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
708
+ diffuseSum += ((sample1 + sample2) * w);
709
+ weightSum += (2.0 * w);
710
+ uvOffset += delta;
711
+ }
712
+ gl_FragColor = diffuseSum/weightSum;
713
+ }`
714
+ } );
715
+
716
+ }
717
+
718
+ _getOverlayMaterial() {
719
+
720
+ return new ShaderMaterial( {
721
+
722
+ uniforms: {
723
+ 'maskTexture': { value: null },
724
+ 'edgeTexture1': { value: null },
725
+ 'edgeTexture2': { value: null },
726
+ 'patternTexture': { value: null },
727
+ 'edgeStrength': { value: 1.0 },
728
+ 'edgeGlow': { value: 1.0 },
729
+ 'usePatternTexture': { value: 0.0 }
730
+ },
731
+
732
+ vertexShader:
733
+ `varying vec2 vUv;
734
+
735
+ void main() {
736
+ vUv = uv;
737
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
738
+ }`,
739
+
740
+ fragmentShader:
741
+ `varying vec2 vUv;
742
+
743
+ uniform sampler2D maskTexture;
744
+ uniform sampler2D edgeTexture1;
745
+ uniform sampler2D edgeTexture2;
746
+ uniform sampler2D patternTexture;
747
+ uniform float edgeStrength;
748
+ uniform float edgeGlow;
749
+ uniform bool usePatternTexture;
750
+
751
+ void main() {
752
+ vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
753
+ vec4 edgeValue2 = texture2D(edgeTexture2, vUv);
754
+ vec4 maskColor = texture2D(maskTexture, vUv);
755
+ vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
756
+ float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
757
+ vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
758
+ vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
759
+ if(usePatternTexture)
760
+ finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
761
+ gl_FragColor = finalColor;
762
+ }`,
763
+ blending: AdditiveBlending,
764
+ depthTest: false,
765
+ depthWrite: false,
766
+ transparent: true
767
+ } );
768
+
769
+ }
770
+
771
+ }
772
+
773
+ OutlinePass.BlurDirectionX = new Vector2( 1.0, 0.0 );
774
+ OutlinePass.BlurDirectionY = new Vector2( 0.0, 1.0 );
775
+
776
+ export { OutlinePass };