@lampdotdev/lamp 0.0.0-stage → 0.36.2-nightly.16

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 (470) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +397 -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 +1813 -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/page/lamp-live.js +672 -0
  29. package/Resources/GameKit/scaffold/Game/game.cpp +142 -0
  30. package/Resources/GameKit/scaffold/Game/scene.glsl +49 -0
  31. package/Resources/GameKit/scaffold-web/Web/game.js +31 -0
  32. package/Resources/GameKit/scaffold-web/Web/index.html +13 -0
  33. package/Resources/GameKit/scaffold-web/Web/making.js +33 -0
  34. package/Resources/GameKit/scaffold-web/Web/world.js +33 -0
  35. package/Resources/GameKit/web/lamp-game.js +3042 -0
  36. package/Resources/GameKit/web/lamp-phaser.js +128 -0
  37. package/Resources/WebHost/App.exe +0 -0
  38. package/Resources/WebHost/Microsoft.Web.WebView2.Core.dll +0 -0
  39. package/Resources/WebHost/WebView2-LICENSE.txt +27 -0
  40. package/Resources/WebHost/lamp_controllers.h +1506 -0
  41. package/Resources/WebHost/lamp_web_host.cpp +1173 -0
  42. package/Resources/WebLibraries/earlier.txt +318 -0
  43. package/Resources/WebLibraries/phaser/LICENSE.md +20 -0
  44. package/Resources/WebLibraries/phaser/NOTICE.md +2 -0
  45. package/Resources/WebLibraries/phaser/phaser.esm.min.js +1 -0
  46. package/Resources/WebLibraries/qrcode/LICENSE +21 -0
  47. package/Resources/WebLibraries/qrcode/NOTICE.md +4 -0
  48. package/Resources/WebLibraries/qrcode/qrcode.js +2297 -0
  49. package/Resources/WebLibraries/rapier/LICENSE +201 -0
  50. package/Resources/WebLibraries/rapier/NOTICE.md +3 -0
  51. package/Resources/WebLibraries/rapier/rapier.js +2 -0
  52. package/Resources/WebLibraries/three/LICENSE +21 -0
  53. package/Resources/WebLibraries/three/NOTICE.md +4 -0
  54. package/Resources/WebLibraries/three/addons/animation/AnimationClipCreator.js +168 -0
  55. package/Resources/WebLibraries/three/addons/animation/CCDIKSolver.js +607 -0
  56. package/Resources/WebLibraries/three/addons/controls/ArcballControls.js +3543 -0
  57. package/Resources/WebLibraries/three/addons/controls/DragControls.js +452 -0
  58. package/Resources/WebLibraries/three/addons/controls/FirstPersonControls.js +512 -0
  59. package/Resources/WebLibraries/three/addons/controls/FlyControls.js +384 -0
  60. package/Resources/WebLibraries/three/addons/controls/MapControls.js +116 -0
  61. package/Resources/WebLibraries/three/addons/controls/OrbitControls.js +1985 -0
  62. package/Resources/WebLibraries/three/addons/controls/PointerLockControls.js +264 -0
  63. package/Resources/WebLibraries/three/addons/controls/TrackballControls.js +1106 -0
  64. package/Resources/WebLibraries/three/addons/controls/TransformControls.js +2003 -0
  65. package/Resources/WebLibraries/three/addons/curves/CurveExtras.js +694 -0
  66. package/Resources/WebLibraries/three/addons/curves/NURBSCurve.js +169 -0
  67. package/Resources/WebLibraries/three/addons/curves/NURBSSurface.js +98 -0
  68. package/Resources/WebLibraries/three/addons/curves/NURBSUtils.js +532 -0
  69. package/Resources/WebLibraries/three/addons/curves/NURBSVolume.js +82 -0
  70. package/Resources/WebLibraries/three/addons/effects/AnaglyphEffect.js +274 -0
  71. package/Resources/WebLibraries/three/addons/effects/AsciiEffect.js +323 -0
  72. package/Resources/WebLibraries/three/addons/effects/OutlineEffect.js +489 -0
  73. package/Resources/WebLibraries/three/addons/effects/ParallaxBarrierEffect.js +155 -0
  74. package/Resources/WebLibraries/three/addons/effects/StereoEffect.js +91 -0
  75. package/Resources/WebLibraries/three/addons/environments/ColorEnvironment.js +59 -0
  76. package/Resources/WebLibraries/three/addons/environments/DebugEnvironment.js +102 -0
  77. package/Resources/WebLibraries/three/addons/environments/RoomEnvironment.js +185 -0
  78. package/Resources/WebLibraries/three/addons/geometries/BoxLineGeometry.js +92 -0
  79. package/Resources/WebLibraries/three/addons/geometries/ConvexGeometry.js +72 -0
  80. package/Resources/WebLibraries/three/addons/geometries/DecalGeometry.js +420 -0
  81. package/Resources/WebLibraries/three/addons/geometries/LoftGeometry.js +355 -0
  82. package/Resources/WebLibraries/three/addons/geometries/ParametricFunctions.js +100 -0
  83. package/Resources/WebLibraries/three/addons/geometries/ParametricGeometry.js +172 -0
  84. package/Resources/WebLibraries/three/addons/geometries/RoundedBoxGeometry.js +216 -0
  85. package/Resources/WebLibraries/three/addons/geometries/TeapotGeometry.js +689 -0
  86. package/Resources/WebLibraries/three/addons/geometries/TextGeometry.js +102 -0
  87. package/Resources/WebLibraries/three/addons/helpers/AnimationPathHelper.js +302 -0
  88. package/Resources/WebLibraries/three/addons/helpers/LightProbeGridHelper.js +166 -0
  89. package/Resources/WebLibraries/three/addons/helpers/LightProbeGridHelperWebGL.js +221 -0
  90. package/Resources/WebLibraries/three/addons/helpers/LightProbeHelper.js +166 -0
  91. package/Resources/WebLibraries/three/addons/helpers/LightProbeHelperGPU.js +102 -0
  92. package/Resources/WebLibraries/three/addons/helpers/OctreeHelper.js +109 -0
  93. package/Resources/WebLibraries/three/addons/helpers/PositionalAudioHelper.js +169 -0
  94. package/Resources/WebLibraries/three/addons/helpers/RapierHelper.js +59 -0
  95. package/Resources/WebLibraries/three/addons/helpers/RectAreaLightHelper.js +118 -0
  96. package/Resources/WebLibraries/three/addons/helpers/TextureHelper.js +265 -0
  97. package/Resources/WebLibraries/three/addons/helpers/TextureHelperGPU.js +214 -0
  98. package/Resources/WebLibraries/three/addons/helpers/VertexNormalsHelper.js +155 -0
  99. package/Resources/WebLibraries/three/addons/helpers/VertexTangentsHelper.js +133 -0
  100. package/Resources/WebLibraries/three/addons/helpers/ViewHelper.js +529 -0
  101. package/Resources/WebLibraries/three/addons/interactive/HTMLMesh.js +617 -0
  102. package/Resources/WebLibraries/three/addons/interactive/InteractiveGroup.js +224 -0
  103. package/Resources/WebLibraries/three/addons/interactive/SelectionBox.js +324 -0
  104. package/Resources/WebLibraries/three/addons/interactive/SelectionHelper.js +150 -0
  105. package/Resources/WebLibraries/three/addons/libs/fflate.module.js +2699 -0
  106. package/Resources/WebLibraries/three/addons/libs/lil-gui.module.min.js +8 -0
  107. package/Resources/WebLibraries/three/addons/libs/meshopt_decoder.module.js +196 -0
  108. package/Resources/WebLibraries/three/addons/libs/potpack.module.js +125 -0
  109. package/Resources/WebLibraries/three/addons/libs/stats.module.js +167 -0
  110. package/Resources/WebLibraries/three/addons/libs/tween.module.js +876 -0
  111. package/Resources/WebLibraries/three/addons/lighting/ClusteredLighting.js +153 -0
  112. package/Resources/WebLibraries/three/addons/lighting/DynamicLighting.js +82 -0
  113. package/Resources/WebLibraries/three/addons/lighting/LightMapper.js +295 -0
  114. package/Resources/WebLibraries/three/addons/lighting/LightProbeGrid.js +923 -0
  115. package/Resources/WebLibraries/three/addons/lighting/LightProbeGridUtils.js +107 -0
  116. package/Resources/WebLibraries/three/addons/lighting/LightProbeGridWebGL.js +846 -0
  117. package/Resources/WebLibraries/three/addons/lighting/vxgi/VXGIConeTracer.js +243 -0
  118. package/Resources/WebLibraries/three/addons/lighting/vxgi/VXGIIrradiance.js +43 -0
  119. package/Resources/WebLibraries/three/addons/lighting/vxgi/VXGINode.js +617 -0
  120. package/Resources/WebLibraries/three/addons/lighting/vxgi/VXGISceneCollector.js +793 -0
  121. package/Resources/WebLibraries/three/addons/lighting/vxgi/VXGIVolume.js +1440 -0
  122. package/Resources/WebLibraries/three/addons/lights/LightProbeGenerator.js +337 -0
  123. package/Resources/WebLibraries/three/addons/lights/RectAreaLightTexturesLib.js +127 -0
  124. package/Resources/WebLibraries/three/addons/lights/RectAreaLightUniformsLib.js +40 -0
  125. package/Resources/WebLibraries/three/addons/lights/SunLight.js +100 -0
  126. package/Resources/WebLibraries/three/addons/lights/SunLightNode.js +56 -0
  127. package/Resources/WebLibraries/three/addons/lights/SunLightShadow.js +319 -0
  128. package/Resources/WebLibraries/three/addons/lights/SunShadowNode.js +312 -0
  129. package/Resources/WebLibraries/three/addons/lines/Line2.js +56 -0
  130. package/Resources/WebLibraries/three/addons/lines/LineGeometry.js +157 -0
  131. package/Resources/WebLibraries/three/addons/lines/LineMaterial.js +742 -0
  132. package/Resources/WebLibraries/three/addons/lines/LineSegments2.js +434 -0
  133. package/Resources/WebLibraries/three/addons/lines/LineSegmentsGeometry.js +298 -0
  134. package/Resources/WebLibraries/three/addons/lines/Wireframe.js +108 -0
  135. package/Resources/WebLibraries/three/addons/lines/WireframeGeometry2.js +49 -0
  136. package/Resources/WebLibraries/three/addons/lines/webgpu/Line2.js +46 -0
  137. package/Resources/WebLibraries/three/addons/lines/webgpu/LineSegments2.js +419 -0
  138. package/Resources/WebLibraries/three/addons/lines/webgpu/Wireframe.js +86 -0
  139. package/Resources/WebLibraries/three/addons/loaders/EXRLoader.js +3411 -0
  140. package/Resources/WebLibraries/three/addons/loaders/FBXLoader.js +4660 -0
  141. package/Resources/WebLibraries/three/addons/loaders/FontLoader.js +262 -0
  142. package/Resources/WebLibraries/three/addons/loaders/GLTFLoader.js +5006 -0
  143. package/Resources/WebLibraries/three/addons/loaders/HDRLoader.js +463 -0
  144. package/Resources/WebLibraries/three/addons/loaders/MTLLoader.js +601 -0
  145. package/Resources/WebLibraries/three/addons/loaders/OBJLoader.js +961 -0
  146. package/Resources/WebLibraries/three/addons/loaders/PLYLoader.js +992 -0
  147. package/Resources/WebLibraries/three/addons/loaders/RGBELoader.js +18 -0
  148. package/Resources/WebLibraries/three/addons/loaders/STLLoader.js +423 -0
  149. package/Resources/WebLibraries/three/addons/loaders/SVGLoader.js +3297 -0
  150. package/Resources/WebLibraries/three/addons/loaders/TGALoader.js +539 -0
  151. package/Resources/WebLibraries/three/addons/loaders/UltraHDRLoader.js +757 -0
  152. package/Resources/WebLibraries/three/addons/math/Capsule.js +159 -0
  153. package/Resources/WebLibraries/three/addons/math/ColorConverter.js +62 -0
  154. package/Resources/WebLibraries/three/addons/math/ColorSpaces.js +147 -0
  155. package/Resources/WebLibraries/three/addons/math/ConvexHull.js +1695 -0
  156. package/Resources/WebLibraries/three/addons/math/ImprovedNoise.js +88 -0
  157. package/Resources/WebLibraries/three/addons/math/Lut.js +317 -0
  158. package/Resources/WebLibraries/three/addons/math/MeshSurfaceSampler.js +315 -0
  159. package/Resources/WebLibraries/three/addons/math/OBB.js +535 -0
  160. package/Resources/WebLibraries/three/addons/math/Octree.js +825 -0
  161. package/Resources/WebLibraries/three/addons/math/SimplexNoise.js +470 -0
  162. package/Resources/WebLibraries/three/addons/misc/ConvexObjectBreaker.js +539 -0
  163. package/Resources/WebLibraries/three/addons/misc/GPUComputationRenderer.js +508 -0
  164. package/Resources/WebLibraries/three/addons/misc/Gyroscope.js +78 -0
  165. package/Resources/WebLibraries/three/addons/misc/MorphAnimMesh.js +119 -0
  166. package/Resources/WebLibraries/three/addons/misc/MorphBlendMesh.js +425 -0
  167. package/Resources/WebLibraries/three/addons/misc/ProgressiveLightMap.js +370 -0
  168. package/Resources/WebLibraries/three/addons/misc/ProgressiveLightMapGPU.js +322 -0
  169. package/Resources/WebLibraries/three/addons/misc/RollerCoaster.js +661 -0
  170. package/Resources/WebLibraries/three/addons/misc/Sculptor.js +1679 -0
  171. package/Resources/WebLibraries/three/addons/misc/SculptorMesh.js +1504 -0
  172. package/Resources/WebLibraries/three/addons/misc/SculptorTools.js +1180 -0
  173. package/Resources/WebLibraries/three/addons/misc/SculptorUtils.js +345 -0
  174. package/Resources/WebLibraries/three/addons/misc/TileCreasedNormalsPlugin.js +270 -0
  175. package/Resources/WebLibraries/three/addons/misc/TubePainter.js +611 -0
  176. package/Resources/WebLibraries/three/addons/misc/Volume.js +520 -0
  177. package/Resources/WebLibraries/three/addons/misc/VolumeSlice.js +275 -0
  178. package/Resources/WebLibraries/three/addons/modifiers/CurveModifier.js +374 -0
  179. package/Resources/WebLibraries/three/addons/modifiers/CurveModifierGPU.js +256 -0
  180. package/Resources/WebLibraries/three/addons/modifiers/EdgeSplitModifier.js +299 -0
  181. package/Resources/WebLibraries/three/addons/modifiers/TessellateModifier.js +340 -0
  182. package/Resources/WebLibraries/three/addons/objects/GroundedSkybox.js +69 -0
  183. package/Resources/WebLibraries/three/addons/objects/Lensflare.js +489 -0
  184. package/Resources/WebLibraries/three/addons/objects/LensflareMesh.js +376 -0
  185. package/Resources/WebLibraries/three/addons/objects/MarchingCubes.js +1261 -0
  186. package/Resources/WebLibraries/three/addons/objects/Reflector.js +390 -0
  187. package/Resources/WebLibraries/three/addons/objects/ReflectorForSSRPass.js +393 -0
  188. package/Resources/WebLibraries/three/addons/objects/Refractor.js +389 -0
  189. package/Resources/WebLibraries/three/addons/objects/ShadowMesh.js +130 -0
  190. package/Resources/WebLibraries/three/addons/objects/Sky.js +342 -0
  191. package/Resources/WebLibraries/three/addons/objects/SkyMesh.js +403 -0
  192. package/Resources/WebLibraries/three/addons/objects/Water.js +374 -0
  193. package/Resources/WebLibraries/three/addons/objects/Water2.js +403 -0
  194. package/Resources/WebLibraries/three/addons/objects/Water2Mesh.js +199 -0
  195. package/Resources/WebLibraries/three/addons/objects/WaterMesh.js +194 -0
  196. package/Resources/WebLibraries/three/addons/postprocessing/AfterimagePass.js +187 -0
  197. package/Resources/WebLibraries/three/addons/postprocessing/BloomPass.js +274 -0
  198. package/Resources/WebLibraries/three/addons/postprocessing/BokehPass.js +218 -0
  199. package/Resources/WebLibraries/three/addons/postprocessing/ClearPass.js +97 -0
  200. package/Resources/WebLibraries/three/addons/postprocessing/CubeTexturePass.js +146 -0
  201. package/Resources/WebLibraries/three/addons/postprocessing/DotScreenPass.js +114 -0
  202. package/Resources/WebLibraries/three/addons/postprocessing/EffectComposer.js +365 -0
  203. package/Resources/WebLibraries/three/addons/postprocessing/FXAAPass.js +40 -0
  204. package/Resources/WebLibraries/three/addons/postprocessing/FilmPass.js +113 -0
  205. package/Resources/WebLibraries/three/addons/postprocessing/GTAOPass.js +735 -0
  206. package/Resources/WebLibraries/three/addons/postprocessing/GlitchPass.js +177 -0
  207. package/Resources/WebLibraries/three/addons/postprocessing/HalftonePass.js +134 -0
  208. package/Resources/WebLibraries/three/addons/postprocessing/LUTPass.js +138 -0
  209. package/Resources/WebLibraries/three/addons/postprocessing/MaskPass.js +195 -0
  210. package/Resources/WebLibraries/three/addons/postprocessing/OutlinePass.js +776 -0
  211. package/Resources/WebLibraries/three/addons/postprocessing/OutputPass.js +148 -0
  212. package/Resources/WebLibraries/three/addons/postprocessing/Pass.js +191 -0
  213. package/Resources/WebLibraries/three/addons/postprocessing/RenderPass.js +193 -0
  214. package/Resources/WebLibraries/three/addons/postprocessing/RenderPixelatedPass.js +314 -0
  215. package/Resources/WebLibraries/three/addons/postprocessing/RenderTransitionPass.js +267 -0
  216. package/Resources/WebLibraries/three/addons/postprocessing/SAOPass.js +407 -0
  217. package/Resources/WebLibraries/three/addons/postprocessing/SMAAPass.js +230 -0
  218. package/Resources/WebLibraries/three/addons/postprocessing/SSAARenderPass.js +313 -0
  219. package/Resources/WebLibraries/three/addons/postprocessing/SSAOPass.js +527 -0
  220. package/Resources/WebLibraries/three/addons/postprocessing/SSRPass.js +858 -0
  221. package/Resources/WebLibraries/three/addons/postprocessing/SavePass.js +132 -0
  222. package/Resources/WebLibraries/three/addons/postprocessing/ShaderPass.js +135 -0
  223. package/Resources/WebLibraries/three/addons/postprocessing/TAARenderPass.js +243 -0
  224. package/Resources/WebLibraries/three/addons/postprocessing/TexturePass.js +131 -0
  225. package/Resources/WebLibraries/three/addons/postprocessing/UnrealBloomPass.js +541 -0
  226. package/Resources/WebLibraries/three/addons/shaders/ACESFilmicToneMappingShader.js +96 -0
  227. package/Resources/WebLibraries/three/addons/shaders/AfterimageShader.js +63 -0
  228. package/Resources/WebLibraries/three/addons/shaders/BasicShader.js +36 -0
  229. package/Resources/WebLibraries/three/addons/shaders/BleachBypassShader.js +68 -0
  230. package/Resources/WebLibraries/three/addons/shaders/BlendShader.js +56 -0
  231. package/Resources/WebLibraries/three/addons/shaders/BokehShader.js +151 -0
  232. package/Resources/WebLibraries/three/addons/shaders/BokehShader2.js +404 -0
  233. package/Resources/WebLibraries/three/addons/shaders/BrightnessContrastShader.js +62 -0
  234. package/Resources/WebLibraries/three/addons/shaders/ColorCorrectionShader.js +59 -0
  235. package/Resources/WebLibraries/three/addons/shaders/ColorifyShader.js +57 -0
  236. package/Resources/WebLibraries/three/addons/shaders/ConvolutionShader.js +74 -0
  237. package/Resources/WebLibraries/three/addons/shaders/CopyShader.js +52 -0
  238. package/Resources/WebLibraries/three/addons/shaders/DOFMipMapShader.js +63 -0
  239. package/Resources/WebLibraries/three/addons/shaders/DepthLimitedBlurShader.js +183 -0
  240. package/Resources/WebLibraries/three/addons/shaders/DigitalGlitch.js +104 -0
  241. package/Resources/WebLibraries/three/addons/shaders/DotScreenShader.js +75 -0
  242. package/Resources/WebLibraries/three/addons/shaders/ExposureShader.js +51 -0
  243. package/Resources/WebLibraries/three/addons/shaders/FXAAShader.js +298 -0
  244. package/Resources/WebLibraries/three/addons/shaders/FilmShader.js +73 -0
  245. package/Resources/WebLibraries/three/addons/shaders/FocusShader.js +94 -0
  246. package/Resources/WebLibraries/three/addons/shaders/FreiChenShader.js +103 -0
  247. package/Resources/WebLibraries/three/addons/shaders/GTAOShader.js +437 -0
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  249. package/Resources/WebLibraries/three/addons/shaders/HalftoneShader.js +332 -0
  250. package/Resources/WebLibraries/three/addons/shaders/HorizontalBlurShader.js +68 -0
  251. package/Resources/WebLibraries/three/addons/shaders/HorizontalTiltShiftShader.js +70 -0
  252. package/Resources/WebLibraries/three/addons/shaders/HueSaturationShader.js +74 -0
  253. package/Resources/WebLibraries/three/addons/shaders/KaleidoShader.js +65 -0
  254. package/Resources/WebLibraries/three/addons/shaders/LuminosityHighPassShader.js +68 -0
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  256. package/Resources/WebLibraries/three/addons/shaders/MirrorShader.js +62 -0
  257. package/Resources/WebLibraries/three/addons/shaders/NormalMapShader.js +60 -0
  258. package/Resources/WebLibraries/three/addons/shaders/OutputShader.js +103 -0
  259. package/Resources/WebLibraries/three/addons/shaders/PoissonDenoiseShader.js +230 -0
  260. package/Resources/WebLibraries/three/addons/shaders/RGBShiftShader.js +61 -0
  261. package/Resources/WebLibraries/three/addons/shaders/SAOShader.js +201 -0
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  264. package/Resources/WebLibraries/three/addons/shaders/SSRShader.js +396 -0
  265. package/Resources/WebLibraries/three/addons/shaders/SepiaShader.js +57 -0
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  267. package/Resources/WebLibraries/three/addons/shaders/SubsurfaceScatteringShader.js +95 -0
  268. package/Resources/WebLibraries/three/addons/shaders/TechnicolorShader.js +51 -0
  269. package/Resources/WebLibraries/three/addons/shaders/ToonShader.js +349 -0
  270. package/Resources/WebLibraries/three/addons/shaders/TriangleBlurShader.js +79 -0
  271. package/Resources/WebLibraries/three/addons/shaders/UnpackDepthRGBAShader.js +60 -0
  272. package/Resources/WebLibraries/three/addons/shaders/VelocityShader.js +137 -0
  273. package/Resources/WebLibraries/three/addons/shaders/VerticalBlurShader.js +66 -0
  274. package/Resources/WebLibraries/three/addons/shaders/VerticalTiltShiftShader.js +70 -0
  275. package/Resources/WebLibraries/three/addons/shaders/VignetteShader.js +56 -0
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@@ -0,0 +1,36 @@
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+ /**
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+ * @module BasicShader
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+ * @three_import import { BasicShader } from 'three/addons/shaders/BasicShader.js';
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+ */
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+
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+ /**
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+ * Simple shader for testing.
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+ *
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+ * @constant
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+ * @type {ShaderMaterial~Shader}
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+ */
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+ const BasicShader = {
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+
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+ name: 'BasicShader',
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+
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+ uniforms: {},
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+
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+ vertexShader: /* glsl */`
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+
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+ void main() {
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+
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+
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+ }`,
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+
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+ fragmentShader: /* glsl */`
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+
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+ void main() {
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+
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+ gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );
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+
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+ }`
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+
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+ };
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+
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+ export { BasicShader };
@@ -0,0 +1,68 @@
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+
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+ /**
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+ * @module BleachBypassShader
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+ * @three_import import { BleachBypassShader } from 'three/addons/shaders/BleachBypassShader.js';
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+ */
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+
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+ /**
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+ * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass] based on
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+ * [Nvidia Shader library](http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass).
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+ *
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+ * @constant
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+ * @type {ShaderMaterial~Shader}
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+ */
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+ const BleachBypassShader = {
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+
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+ name: 'BleachBypassShader',
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+
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+ uniforms: {
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+
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+ 'tDiffuse': { value: null },
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+ 'opacity': { value: 1.0 }
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+
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+ },
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+
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+ vertexShader: /* glsl */`
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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+ vUv = uv;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+
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+ }`,
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+
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+ fragmentShader: /* glsl */`
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+
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+ uniform float opacity;
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+
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+ uniform sampler2D tDiffuse;
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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+ vec4 base = texture2D( tDiffuse, vUv );
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+
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+ float lum = luminance( base.rgb );
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+ vec3 blend = vec3( lum );
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+
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+ float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
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+
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+ vec3 result1 = 2.0 * base.rgb * blend;
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+ vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
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+
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+ vec3 newColor = mix( result1, result2, L );
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+
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+ float A2 = opacity * base.a;
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+ vec3 mixRGB = A2 * newColor.rgb;
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+ mixRGB += ( ( 1.0 - A2 ) * base.rgb );
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+
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+ gl_FragColor = vec4( mixRGB, base.a );
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+
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+ }`
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+
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+ };
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+
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+ export { BleachBypassShader };
@@ -0,0 +1,56 @@
1
+ /**
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+ * @module BlendShader
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+ * @three_import import { BlendShader } from 'three/addons/shaders/BlendShader.js';
4
+ */
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+
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+ /**
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+ * Blends two textures.
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+ *
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+ * @constant
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+ * @type {ShaderMaterial~Shader}
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+ */
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+ const BlendShader = {
13
+
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+ name: 'BlendShader',
15
+
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+ uniforms: {
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+
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+ 'tDiffuse1': { value: null },
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+ 'tDiffuse2': { value: null },
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+ 'mixRatio': { value: 0.5 },
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+ 'opacity': { value: 1.0 }
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+
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+ },
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+
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+ vertexShader: /* glsl */`
26
+
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+ varying vec2 vUv;
28
+
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+ void main() {
30
+
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+ vUv = uv;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
33
+
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+ }`,
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+
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+ fragmentShader: /* glsl */`
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+
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+ uniform float opacity;
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+ uniform float mixRatio;
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+
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+ uniform sampler2D tDiffuse1;
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+ uniform sampler2D tDiffuse2;
43
+
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+ varying vec2 vUv;
45
+
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+ void main() {
47
+
48
+ vec4 texel1 = texture2D( tDiffuse1, vUv );
49
+ vec4 texel2 = texture2D( tDiffuse2, vUv );
50
+ gl_FragColor = opacity * mix( texel1, texel2, mixRatio );
51
+
52
+ }`
53
+
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+ };
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+
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+ export { BlendShader };
@@ -0,0 +1,151 @@
1
+ /**
2
+ * @module BokehShader
3
+ * @three_import import { BokehShader } from 'three/addons/shaders/BokehShader.js';
4
+ */
5
+
6
+ /**
7
+ * Depth-of-field shader with bokeh ported from
8
+ * [GLSL shader by Martins Upitis](http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html).
9
+ *
10
+ * @constant
11
+ * @type {ShaderMaterial~Shader}
12
+ */
13
+ const BokehShader = {
14
+
15
+ name: 'BokehShader',
16
+
17
+ defines: {
18
+ 'DEPTH_PACKING': 1,
19
+ 'PERSPECTIVE_CAMERA': 1,
20
+ },
21
+
22
+ uniforms: {
23
+
24
+ 'tColor': { value: null },
25
+ 'tDepth': { value: null },
26
+ 'focus': { value: 1.0 },
27
+ 'aspect': { value: 1.0 },
28
+ 'aperture': { value: 0.025 },
29
+ 'maxblur': { value: 0.01 },
30
+ 'nearClip': { value: 1.0 },
31
+ 'farClip': { value: 1000.0 },
32
+
33
+ },
34
+
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+ vertexShader: /* glsl */`
36
+
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+ varying vec2 vUv;
38
+
39
+ void main() {
40
+
41
+ vUv = uv;
42
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
43
+
44
+ }`,
45
+
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+ fragmentShader: /* glsl */`
47
+
48
+ #include <common>
49
+
50
+ varying vec2 vUv;
51
+
52
+ uniform sampler2D tColor;
53
+ uniform sampler2D tDepth;
54
+
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+ uniform float maxblur; // max blur amount
56
+ uniform float aperture; // aperture - bigger values for shallower depth of field
57
+
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+ uniform float nearClip;
59
+ uniform float farClip;
60
+
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+ uniform float focus;
62
+ uniform float aspect;
63
+
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+ #include <packing>
65
+
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+ float getDepth( const in vec2 screenPosition ) {
67
+ #if DEPTH_PACKING == 1
68
+ return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
69
+ #else
70
+ return texture2D( tDepth, screenPosition ).x;
71
+ #endif
72
+ }
73
+
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+ float getViewZ( const in float depth ) {
75
+ #if PERSPECTIVE_CAMERA == 1
76
+ return perspectiveDepthToViewZ( depth, nearClip, farClip );
77
+ #else
78
+ return orthographicDepthToViewZ( depth, nearClip, farClip );
79
+ #endif
80
+ }
81
+
82
+
83
+ void main() {
84
+
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+ vec2 aspectcorrect = vec2( 1.0, aspect );
86
+
87
+ float viewZ = getViewZ( getDepth( vUv ) );
88
+
89
+ float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation
90
+
91
+ vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );
92
+
93
+ vec2 dofblur9 = dofblur * 0.9;
94
+ vec2 dofblur7 = dofblur * 0.7;
95
+ vec2 dofblur4 = dofblur * 0.4;
96
+
97
+ vec4 col = vec4( 0.0 );
98
+
99
+ col += texture2D( tColor, vUv.xy );
100
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );
101
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );
102
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );
103
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );
104
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );
105
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );
106
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );
107
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );
108
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );
109
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );
110
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );
111
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );
112
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );
113
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );
114
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );
115
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );
116
+
117
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
118
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
119
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
120
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
121
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
122
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
123
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
124
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
125
+
126
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
127
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );
128
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
129
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );
130
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
131
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );
132
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
133
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );
134
+
135
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
136
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
137
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
138
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );
139
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
140
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
141
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
142
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );
143
+
144
+ gl_FragColor = col / 41.0;
145
+ gl_FragColor.a = 1.0;
146
+
147
+ }`
148
+
149
+ };
150
+
151
+ export { BokehShader };
@@ -0,0 +1,404 @@
1
+ import {
2
+ Vector2
3
+ } from 'three';
4
+
5
+ /**
6
+ * @module BokehShader2
7
+ * @three_import import { BokehShader, BokehDepthShader } from 'three/addons/shaders/BokehShader2.js';
8
+ */
9
+
10
+ /**
11
+ * Depth-of-field shader with bokeh ported from
12
+ * [GLSL shader by Martins Upitis](http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)).
13
+ *
14
+ * Requires #define RINGS and SAMPLES integers
15
+ *
16
+ * @constant
17
+ * @type {ShaderMaterial~Shader}
18
+ */
19
+ const BokehShader = {
20
+
21
+ name: 'BokehShader',
22
+
23
+ uniforms: {
24
+
25
+ 'textureWidth': { value: 1.0 },
26
+ 'textureHeight': { value: 1.0 },
27
+
28
+ 'focalDepth': { value: 1.0 },
29
+ 'focalLength': { value: 24.0 },
30
+ 'fstop': { value: 0.9 },
31
+
32
+ 'tColor': { value: null },
33
+ 'tDepth': { value: null },
34
+
35
+ 'maxblur': { value: 1.0 },
36
+
37
+ 'showFocus': { value: 0 },
38
+ 'manualdof': { value: 0 },
39
+ 'vignetting': { value: 0 },
40
+ 'depthblur': { value: 0 },
41
+
42
+ 'threshold': { value: 0.5 },
43
+ 'gain': { value: 2.0 },
44
+ 'bias': { value: 0.5 },
45
+ 'fringe': { value: 0.7 },
46
+
47
+ 'znear': { value: 0.1 },
48
+ 'zfar': { value: 100 },
49
+
50
+ 'noise': { value: 1 },
51
+ 'dithering': { value: 0.0001 },
52
+ 'pentagon': { value: 0 },
53
+
54
+ 'shaderFocus': { value: 1 },
55
+ 'focusCoords': { value: new Vector2() }
56
+
57
+
58
+ },
59
+
60
+ vertexShader: /* glsl */`
61
+
62
+ varying vec2 vUv;
63
+
64
+ void main() {
65
+
66
+ vUv = uv;
67
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
68
+
69
+ }`,
70
+
71
+ fragmentShader: /* glsl */`
72
+
73
+ #include <common>
74
+
75
+ varying vec2 vUv;
76
+
77
+ uniform sampler2D tColor;
78
+ uniform sampler2D tDepth;
79
+ uniform float textureWidth;
80
+ uniform float textureHeight;
81
+
82
+ uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
83
+ uniform float focalLength; //focal length in mm
84
+ uniform float fstop; //f-stop value
85
+ uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
86
+
87
+ /*
88
+ make sure that these two values are the same for your camera, otherwise distances will be wrong.
89
+ */
90
+
91
+ uniform float znear; // camera clipping start
92
+ uniform float zfar; // camera clipping end
93
+
94
+ //------------------------------------------
95
+ //user variables
96
+
97
+ const int samples = SAMPLES; //samples on the first ring
98
+ const int rings = RINGS; //ring count
99
+
100
+ const int maxringsamples = rings * samples;
101
+
102
+ uniform bool manualdof; // manual dof calculation
103
+ float ndofstart = 1.0; // near dof blur start
104
+ float ndofdist = 2.0; // near dof blur falloff distance
105
+ float fdofstart = 1.0; // far dof blur start
106
+ float fdofdist = 3.0; // far dof blur falloff distance
107
+
108
+ float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
109
+
110
+ uniform bool vignetting; // use optical lens vignetting
111
+
112
+ float vignout = 1.3; // vignetting outer border
113
+ float vignin = 0.0; // vignetting inner border
114
+ float vignfade = 22.0; // f-stops till vignette fades
115
+
116
+ uniform bool shaderFocus;
117
+ // disable if you use external focalDepth value
118
+
119
+ uniform vec2 focusCoords;
120
+ // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
121
+ // if center of screen use vec2(0.5, 0.5);
122
+
123
+ uniform float maxblur;
124
+ //clamp value of max blur (0.0 = no blur, 1.0 default)
125
+
126
+ uniform float threshold; // highlight threshold;
127
+ uniform float gain; // highlight gain;
128
+
129
+ uniform float bias; // bokeh edge bias
130
+ uniform float fringe; // bokeh chromatic aberration / fringing
131
+
132
+ uniform bool noise; //use noise instead of pattern for sample dithering
133
+
134
+ uniform float dithering;
135
+
136
+ uniform bool depthblur; // blur the depth buffer
137
+ float dbsize = 1.25; // depth blur size
138
+
139
+ /*
140
+ next part is experimental
141
+ not looking good with small sample and ring count
142
+ looks okay starting from samples = 4, rings = 4
143
+ */
144
+
145
+ uniform bool pentagon; //use pentagon as bokeh shape?
146
+ float feather = 0.4; //pentagon shape feather
147
+
148
+ //------------------------------------------
149
+
150
+ float penta(vec2 coords) {
151
+ //pentagonal shape
152
+ float scale = float(rings) - 1.3;
153
+ vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
154
+ vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
155
+ vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
156
+ vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
157
+ vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
158
+ vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
159
+
160
+ vec4 one = vec4( 1.0 );
161
+
162
+ vec4 P = vec4((coords),vec2(scale, scale));
163
+
164
+ vec4 dist = vec4(0.0);
165
+ float inorout = -4.0;
166
+
167
+ dist.x = dot( P, HS0 );
168
+ dist.y = dot( P, HS1 );
169
+ dist.z = dot( P, HS2 );
170
+ dist.w = dot( P, HS3 );
171
+
172
+ dist = smoothstep( -feather, feather, dist );
173
+
174
+ inorout += dot( dist, one );
175
+
176
+ dist.x = dot( P, HS4 );
177
+ dist.y = HS5.w - abs( P.z );
178
+
179
+ dist = smoothstep( -feather, feather, dist );
180
+ inorout += dist.x;
181
+
182
+ return clamp( inorout, 0.0, 1.0 );
183
+ }
184
+
185
+ float bdepth(vec2 coords) {
186
+ // Depth buffer blur
187
+ float d = 0.0;
188
+ float kernel[9];
189
+ vec2 offset[9];
190
+
191
+ vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
192
+
193
+ offset[0] = vec2(-wh.x,-wh.y);
194
+ offset[1] = vec2( 0.0, -wh.y);
195
+ offset[2] = vec2( wh.x -wh.y);
196
+
197
+ offset[3] = vec2(-wh.x, 0.0);
198
+ offset[4] = vec2( 0.0, 0.0);
199
+ offset[5] = vec2( wh.x, 0.0);
200
+
201
+ offset[6] = vec2(-wh.x, wh.y);
202
+ offset[7] = vec2( 0.0, wh.y);
203
+ offset[8] = vec2( wh.x, wh.y);
204
+
205
+ kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
206
+ kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
207
+ kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
208
+
209
+
210
+ for( int i=0; i<9; i++ ) {
211
+ float tmp = texture2D(tDepth, coords + offset[i]).r;
212
+ d += tmp * kernel[i];
213
+ }
214
+
215
+ return d;
216
+ }
217
+
218
+
219
+ vec3 color(vec2 coords,float blur) {
220
+ //processing the sample
221
+
222
+ vec3 col = vec3(0.0);
223
+ vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
224
+
225
+ col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
226
+ col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
227
+ col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
228
+
229
+ vec3 lumcoeff = vec3(0.299,0.587,0.114);
230
+ float lum = dot(col.rgb, lumcoeff);
231
+ float thresh = max((lum-threshold)*gain, 0.0);
232
+ return col+mix(vec3(0.0),col,thresh*blur);
233
+ }
234
+
235
+ vec3 debugFocus(vec3 col, float blur, float depth) {
236
+ float edge = 0.002*depth; //distance based edge smoothing
237
+ float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
238
+ float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
239
+
240
+ col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
241
+ col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
242
+
243
+ return col;
244
+ }
245
+
246
+ float linearize(float depth) {
247
+ return -zfar * znear / (depth * (zfar - znear) - zfar);
248
+ }
249
+
250
+ float vignette() {
251
+ float dist = distance(vUv.xy, vec2(0.5,0.5));
252
+ dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
253
+ return clamp(dist,0.0,1.0);
254
+ }
255
+
256
+ float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
257
+ float rings2 = float(rings);
258
+ float step = PI*2.0 / float(ringsamples);
259
+ float pw = cos(j*step)*i;
260
+ float ph = sin(j*step)*i;
261
+ float p = 1.0;
262
+ if (pentagon) {
263
+ p = penta(vec2(pw,ph));
264
+ }
265
+ col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
266
+ return 1.0 * mix(1.0, i /rings2, bias) * p;
267
+ }
268
+
269
+ void main() {
270
+ //scene depth calculation
271
+
272
+ float depth = linearize(texture2D(tDepth,vUv.xy).x);
273
+
274
+ // Blur depth?
275
+ if ( depthblur ) {
276
+ depth = linearize(bdepth(vUv.xy));
277
+ }
278
+
279
+ //focal plane calculation
280
+
281
+ float fDepth = focalDepth;
282
+
283
+ if (shaderFocus) {
284
+
285
+ fDepth = linearize(texture2D(tDepth,focusCoords).x);
286
+
287
+ }
288
+
289
+ // dof blur factor calculation
290
+
291
+ float blur = 0.0;
292
+
293
+ if (manualdof) {
294
+ float a = depth-fDepth; // Focal plane
295
+ float b = (a-fdofstart)/fdofdist; // Far DoF
296
+ float c = (-a-ndofstart)/ndofdist; // Near Dof
297
+ blur = (a>0.0) ? b : c;
298
+ } else {
299
+ float f = focalLength; // focal length in mm
300
+ float d = fDepth*1000.0; // focal plane in mm
301
+ float o = depth*1000.0; // depth in mm
302
+
303
+ float a = (o*f)/(o-f);
304
+ float b = (d*f)/(d-f);
305
+ float c = (d-f)/(d*fstop*CoC);
306
+
307
+ blur = abs(a-b)*c;
308
+ }
309
+
310
+ blur = clamp(blur,0.0,1.0);
311
+
312
+ // calculation of pattern for dithering
313
+
314
+ vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
315
+
316
+ // getting blur x and y step factor
317
+
318
+ float w = (1.0/textureWidth)*blur*maxblur+noise.x;
319
+ float h = (1.0/textureHeight)*blur*maxblur+noise.y;
320
+
321
+ // calculation of final color
322
+
323
+ vec3 col = vec3(0.0);
324
+
325
+ if(blur < 0.05) {
326
+ //some optimization thingy
327
+ col = texture2D(tColor, vUv.xy).rgb;
328
+ } else {
329
+ col = texture2D(tColor, vUv.xy).rgb;
330
+ float s = 1.0;
331
+ int ringsamples;
332
+
333
+ for (int i = 1; i <= rings; i++) {
334
+ /*unboxstart*/
335
+ ringsamples = i * samples;
336
+
337
+ for (int j = 0 ; j < maxringsamples ; j++) {
338
+ if (j >= ringsamples) break;
339
+ s += gather(float(i), float(j), ringsamples, col, w, h, blur);
340
+ }
341
+ /*unboxend*/
342
+ }
343
+
344
+ col /= s; //divide by sample count
345
+ }
346
+
347
+ if (showFocus) {
348
+ col = debugFocus(col, blur, depth);
349
+ }
350
+
351
+ if (vignetting) {
352
+ col *= vignette();
353
+ }
354
+
355
+ gl_FragColor.rgb = col;
356
+ gl_FragColor.a = 1.0;
357
+
358
+ #include <tonemapping_fragment>
359
+ #include <colorspace_fragment>
360
+ }`
361
+
362
+ };
363
+
364
+ const BokehDepthShader = {
365
+
366
+ name: 'BokehDepthShader',
367
+
368
+ uniforms: {
369
+
370
+ 'mNear': { value: 1.0 },
371
+ 'mFar': { value: 1000.0 },
372
+
373
+ },
374
+
375
+ vertexShader: /* glsl */`
376
+
377
+ varying float vViewZDepth;
378
+
379
+ void main() {
380
+
381
+ #include <begin_vertex>
382
+ #include <project_vertex>
383
+
384
+ vViewZDepth = - mvPosition.z;
385
+
386
+ }`,
387
+
388
+ fragmentShader: /* glsl */`
389
+
390
+ uniform float mNear;
391
+ uniform float mFar;
392
+
393
+ varying float vViewZDepth;
394
+
395
+ void main() {
396
+
397
+ float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
398
+ gl_FragColor = vec4( vec3( color ), 1.0 );
399
+
400
+ }`
401
+
402
+ };
403
+
404
+ export { BokehShader, BokehDepthShader };