@needle-tools/three 0.145.0
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.
- package/LICENSE +21 -0
- package/README.md +84 -0
- package/build/three.cjs +36042 -0
- package/build/three.js +36048 -0
- package/build/three.min.js +6 -0
- package/build/three.module.js +49769 -0
- package/examples/fonts/LICENSE +13 -0
- package/examples/fonts/README.md +11 -0
- package/examples/fonts/droid/NOTICE +190 -0
- package/examples/fonts/droid/README.txt +18 -0
- package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
- package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
- package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
- package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
- package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
- package/examples/fonts/gentilis_bold.typeface.json +1 -0
- package/examples/fonts/gentilis_regular.typeface.json +1 -0
- package/examples/fonts/helvetiker_bold.typeface.json +1 -0
- package/examples/fonts/helvetiker_regular.typeface.json +1 -0
- package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff +0 -0
- package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff2 +0 -0
- package/examples/fonts/open-sans/open-sans.css +9 -0
- package/examples/fonts/optimer_bold.typeface.json +1 -0
- package/examples/fonts/optimer_regular.typeface.json +1 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.eot +0 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.svg +3966 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.ttf +0 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.woff +0 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.woff2 +0 -0
- package/examples/fonts/tabler-icons/tabler-icons.min.css +4 -0
- package/examples/fonts/ttf/README.md +9 -0
- package/examples/fonts/ttf/kenpixel.ttf +0 -0
- package/examples/js/animation/AnimationClipCreator.js +97 -0
- package/examples/js/animation/CCDIKSolver.js +433 -0
- package/examples/js/animation/MMDAnimationHelper.js +1117 -0
- package/examples/js/animation/MMDPhysics.js +1238 -0
- package/examples/js/cameras/CinematicCamera.js +157 -0
- package/examples/js/controls/ArcballControls.js +3037 -0
- package/examples/js/controls/DragControls.js +230 -0
- package/examples/js/controls/FirstPersonControls.js +334 -0
- package/examples/js/controls/FlyControls.js +347 -0
- package/examples/js/controls/OrbitControls.js +1075 -0
- package/examples/js/controls/PointerLockControls.js +153 -0
- package/examples/js/controls/TrackballControls.js +782 -0
- package/examples/js/controls/TransformControls.js +1386 -0
- package/examples/js/csm/CSM.js +382 -0
- package/examples/js/csm/CSMFrustum.js +133 -0
- package/examples/js/csm/CSMHelper.js +145 -0
- package/examples/js/csm/CSMShader.js +257 -0
- package/examples/js/curves/CurveExtras.js +348 -0
- package/examples/js/curves/NURBSCurve.js +75 -0
- package/examples/js/curves/NURBSSurface.js +54 -0
- package/examples/js/curves/NURBSUtils.js +476 -0
- package/examples/js/effects/AnaglyphEffect.js +100 -0
- package/examples/js/effects/AsciiEffect.js +259 -0
- package/examples/js/effects/OutlineEffect.js +454 -0
- package/examples/js/effects/ParallaxBarrierEffect.js +75 -0
- package/examples/js/effects/PeppersGhostEffect.js +166 -0
- package/examples/js/effects/StereoEffect.js +50 -0
- package/examples/js/environments/DebugEnvironment.js +53 -0
- package/examples/js/environments/RoomEnvironment.js +122 -0
- package/examples/js/exporters/ColladaExporter.js +504 -0
- package/examples/js/exporters/DRACOExporter.js +212 -0
- package/examples/js/exporters/EXRExporter.js +458 -0
- package/examples/js/exporters/GLTFExporter.js +2543 -0
- package/examples/js/exporters/MMDExporter.js +194 -0
- package/examples/js/exporters/OBJExporter.js +251 -0
- package/examples/js/exporters/PLYExporter.js +422 -0
- package/examples/js/exporters/STLExporter.js +190 -0
- package/examples/js/exporters/USDZExporter.js +523 -0
- package/examples/js/geometries/BoxLineGeometry.js +60 -0
- package/examples/js/geometries/ConvexGeometry.js +48 -0
- package/examples/js/geometries/DecalGeometry.js +291 -0
- package/examples/js/geometries/LightningStrike.js +874 -0
- package/examples/js/geometries/ParametricGeometries.js +215 -0
- package/examples/js/geometries/ParametricGeometry.js +108 -0
- package/examples/js/geometries/RoundedBoxGeometry.js +140 -0
- package/examples/js/geometries/TeapotGeometry.js +331 -0
- package/examples/js/geometries/TextGeometry.js +51 -0
- package/examples/js/helpers/LightProbeHelper.js +49 -0
- package/examples/js/helpers/OctreeHelper.js +74 -0
- package/examples/js/helpers/PositionalAudioHelper.js +89 -0
- package/examples/js/helpers/RectAreaLightHelper.js +74 -0
- package/examples/js/helpers/VertexNormalsHelper.js +72 -0
- package/examples/js/helpers/VertexTangentsHelper.js +62 -0
- package/examples/js/helpers/ViewHelper.js +266 -0
- package/examples/js/interactive/HTMLMesh.js +508 -0
- package/examples/js/interactive/InteractiveGroup.js +101 -0
- package/examples/js/interactive/SelectionBox.js +262 -0
- package/examples/js/interactive/SelectionHelper.js +91 -0
- package/examples/js/libs/ammo.wasm.js +822 -0
- package/examples/js/libs/ammo.wasm.wasm +0 -0
- package/examples/js/libs/basis/README.md +46 -0
- package/examples/js/libs/basis/basis_transcoder.js +21 -0
- package/examples/js/libs/basis/basis_transcoder.wasm +0 -0
- package/examples/js/libs/chevrotain.min.js +3 -0
- package/examples/js/libs/draco/README.md +32 -0
- package/examples/js/libs/draco/draco_decoder.js +52 -0
- package/examples/js/libs/draco/draco_decoder.wasm +0 -0
- package/examples/js/libs/draco/draco_encoder.js +33 -0
- package/examples/js/libs/draco/draco_wasm_wrapper.js +104 -0
- package/examples/js/libs/draco/gltf/draco_decoder.js +48 -0
- package/examples/js/libs/draco/gltf/draco_decoder.wasm +0 -0
- package/examples/js/libs/draco/gltf/draco_encoder.js +33 -0
- package/examples/js/libs/draco/gltf/draco_wasm_wrapper.js +104 -0
- package/examples/js/libs/fflate.min.js +7 -0
- package/examples/js/libs/ktx-parse.umd.js +1 -0
- package/examples/js/libs/lottie_canvas.js +12751 -0
- package/examples/js/libs/meshopt_decoder.js +188 -0
- package/examples/js/libs/opentype.min.js +1 -0
- package/examples/js/libs/stats.min.js +5 -0
- package/examples/js/lights/LightProbeGenerator.js +228 -0
- package/examples/js/lights/RectAreaLightUniformsLib.js +56 -0
- package/examples/js/lines/Line2.js +19 -0
- package/examples/js/lines/LineGeometry.js +71 -0
- package/examples/js/lines/LineMaterial.js +642 -0
- package/examples/js/lines/LineSegments2.js +362 -0
- package/examples/js/lines/LineSegmentsGeometry.js +219 -0
- package/examples/js/lines/Wireframe.js +52 -0
- package/examples/js/lines/WireframeGeometry2.js +18 -0
- package/examples/js/loaders/3DMLoader.js +1370 -0
- package/examples/js/loaders/3MFLoader.js +1340 -0
- package/examples/js/loaders/AMFLoader.js +529 -0
- package/examples/js/loaders/BVHLoader.js +394 -0
- package/examples/js/loaders/BasisTextureLoader.js +736 -0
- package/examples/js/loaders/ColladaLoader.js +3821 -0
- package/examples/js/loaders/DDSLoader.js +245 -0
- package/examples/js/loaders/DRACOLoader.js +548 -0
- package/examples/js/loaders/EXRLoader.js +2136 -0
- package/examples/js/loaders/FBXLoader.js +3835 -0
- package/examples/js/loaders/FontLoader.js +169 -0
- package/examples/js/loaders/GCodeLoader.js +256 -0
- package/examples/js/loaders/GLTFLoader.js +4159 -0
- package/examples/js/loaders/HDRCubeTextureLoader.js +93 -0
- package/examples/js/loaders/KMZLoader.js +125 -0
- package/examples/js/loaders/KTXLoader.js +177 -0
- package/examples/js/loaders/LDrawLoader.js +2374 -0
- package/examples/js/loaders/LUT3dlLoader.js +139 -0
- package/examples/js/loaders/LUTCubeLoader.js +140 -0
- package/examples/js/loaders/LWOLoader.js +966 -0
- package/examples/js/loaders/LogLuvLoader.js +765 -0
- package/examples/js/loaders/LottieLoader.js +62 -0
- package/examples/js/loaders/MD2Loader.js +249 -0
- package/examples/js/loaders/MDDLoader.js +95 -0
- package/examples/js/loaders/MMDLoader.js +1924 -0
- package/examples/js/loaders/MTLLoader.js +501 -0
- package/examples/js/loaders/NRRDLoader.js +649 -0
- package/examples/js/loaders/OBJLoader.js +804 -0
- package/examples/js/loaders/PCDLoader.js +408 -0
- package/examples/js/loaders/PDBLoader.js +313 -0
- package/examples/js/loaders/PLYLoader.js +562 -0
- package/examples/js/loaders/PRWMLoader.js +260 -0
- package/examples/js/loaders/PVRLoader.js +227 -0
- package/examples/js/loaders/RGBELoader.js +467 -0
- package/examples/js/loaders/RGBMLoader.js +1415 -0
- package/examples/js/loaders/STLLoader.js +371 -0
- package/examples/js/loaders/SVGLoader.js +2655 -0
- package/examples/js/loaders/TDSLoader.js +1029 -0
- package/examples/js/loaders/TGALoader.js +486 -0
- package/examples/js/loaders/TIFFLoader.js +31 -0
- package/examples/js/loaders/TTFLoader.js +211 -0
- package/examples/js/loaders/TiltLoader.js +460 -0
- package/examples/js/loaders/VOXLoader.js +248 -0
- package/examples/js/loaders/VRMLLoader.js +3237 -0
- package/examples/js/loaders/VTKLoader.js +1095 -0
- package/examples/js/loaders/XYZLoader.js +91 -0
- package/examples/js/loaders/lwo/IFFParser.js +1148 -0
- package/examples/js/loaders/lwo/LWO2Parser.js +448 -0
- package/examples/js/loaders/lwo/LWO3Parser.js +402 -0
- package/examples/js/materials/MeshGouraudMaterial.js +385 -0
- package/examples/js/math/Capsule.js +120 -0
- package/examples/js/math/ColorConverter.js +33 -0
- package/examples/js/math/ConvexHull.js +1110 -0
- package/examples/js/math/ImprovedNoise.js +66 -0
- package/examples/js/math/Lut.js +171 -0
- package/examples/js/math/MeshSurfaceSampler.js +193 -0
- package/examples/js/math/OBB.js +341 -0
- package/examples/js/math/Octree.js +465 -0
- package/examples/js/math/SimplexNoise.js +459 -0
- package/examples/js/misc/ConvexObjectBreaker.js +485 -0
- package/examples/js/misc/GPUComputationRenderer.js +397 -0
- package/examples/js/misc/Gyroscope.js +60 -0
- package/examples/js/misc/MD2Character.js +244 -0
- package/examples/js/misc/MD2CharacterComplex.js +494 -0
- package/examples/js/misc/MorphAnimMesh.js +69 -0
- package/examples/js/misc/MorphBlendMesh.js +292 -0
- package/examples/js/misc/ProgressiveLightMap.js +331 -0
- package/examples/js/misc/RollerCoaster.js +437 -0
- package/examples/js/misc/TubePainter.js +161 -0
- package/examples/js/misc/Volume.js +466 -0
- package/examples/js/misc/VolumeSlice.js +224 -0
- package/examples/js/modifiers/CurveModifier.js +311 -0
- package/examples/js/modifiers/EdgeSplitModifier.js +258 -0
- package/examples/js/modifiers/SimplifyModifier.js +468 -0
- package/examples/js/modifiers/TessellateModifier.js +283 -0
- package/examples/js/objects/GroundProjectedEnv.js +193 -0
- package/examples/js/objects/Lensflare.js +347 -0
- package/examples/js/objects/LightningStorm.js +209 -0
- package/examples/js/objects/MarchingCubes.js +738 -0
- package/examples/js/objects/Reflector.js +214 -0
- package/examples/js/objects/ReflectorForSSRPass.js +319 -0
- package/examples/js/objects/Refractor.js +261 -0
- package/examples/js/objects/ShadowMesh.js +60 -0
- package/examples/js/objects/Sky.js +223 -0
- package/examples/js/objects/Water.js +287 -0
- package/examples/js/objects/Water2.js +306 -0
- package/examples/js/physics/AmmoPhysics.js +256 -0
- package/examples/js/physics/OimoPhysics.js +215 -0
- package/examples/js/postprocessing/AdaptiveToneMappingPass.js +342 -0
- package/examples/js/postprocessing/AfterimagePass.js +70 -0
- package/examples/js/postprocessing/BloomPass.js +114 -0
- package/examples/js/postprocessing/BokehPass.js +103 -0
- package/examples/js/postprocessing/ClearPass.js +44 -0
- package/examples/js/postprocessing/CubeTexturePass.js +57 -0
- package/examples/js/postprocessing/DotScreenPass.js +49 -0
- package/examples/js/postprocessing/EffectComposer.js +279 -0
- package/examples/js/postprocessing/FilmPass.js +50 -0
- package/examples/js/postprocessing/GlitchPass.js +105 -0
- package/examples/js/postprocessing/HalftonePass.js +75 -0
- package/examples/js/postprocessing/LUTPass.js +184 -0
- package/examples/js/postprocessing/MaskPass.js +92 -0
- package/examples/js/postprocessing/OutlinePass.js +589 -0
- package/examples/js/postprocessing/Pass.js +75 -0
- package/examples/js/postprocessing/RenderPass.js +74 -0
- package/examples/js/postprocessing/SAOPass.js +366 -0
- package/examples/js/postprocessing/SMAAPass.js +153 -0
- package/examples/js/postprocessing/SSAARenderPass.js +156 -0
- package/examples/js/postprocessing/SSAOPass.js +351 -0
- package/examples/js/postprocessing/SSRPass.js +550 -0
- package/examples/js/postprocessing/SavePass.js +51 -0
- package/examples/js/postprocessing/ShaderPass.js +63 -0
- package/examples/js/postprocessing/TAARenderPass.js +128 -0
- package/examples/js/postprocessing/TexturePass.js +46 -0
- package/examples/js/postprocessing/UnrealBloomPass.js +357 -0
- package/examples/js/renderers/CSS2DRenderer.js +197 -0
- package/examples/js/renderers/CSS3DRenderer.js +258 -0
- package/examples/js/renderers/Projector.js +874 -0
- package/examples/js/renderers/SVGRenderer.js +537 -0
- package/examples/js/shaders/ACESFilmicToneMappingShader.js +92 -0
- package/examples/js/shaders/AfterimageShader.js +63 -0
- package/examples/js/shaders/BasicShader.js +30 -0
- package/examples/js/shaders/BleachBypassShader.js +65 -0
- package/examples/js/shaders/BlendShader.js +57 -0
- package/examples/js/shaders/BokehShader.js +159 -0
- package/examples/js/shaders/BokehShader2.js +428 -0
- package/examples/js/shaders/BrightnessContrastShader.js +61 -0
- package/examples/js/shaders/ColorCorrectionShader.js +56 -0
- package/examples/js/shaders/ColorifyShader.js +51 -0
- package/examples/js/shaders/ConvolutionShader.js +97 -0
- package/examples/js/shaders/CopyShader.js +48 -0
- package/examples/js/shaders/DOFMipMapShader.js +63 -0
- package/examples/js/shaders/DepthLimitedBlurShader.js +180 -0
- package/examples/js/shaders/DigitalGlitch.js +130 -0
- package/examples/js/shaders/DotScreenShader.js +76 -0
- package/examples/js/shaders/FXAAShader.js +286 -0
- package/examples/js/shaders/FilmShader.js +113 -0
- package/examples/js/shaders/FocusShader.js +98 -0
- package/examples/js/shaders/FreiChenShader.js +97 -0
- package/examples/js/shaders/GammaCorrectionShader.js +44 -0
- package/examples/js/shaders/GodRaysShader.js +297 -0
- package/examples/js/shaders/HalftoneShader.js +339 -0
- package/examples/js/shaders/HorizontalBlurShader.js +62 -0
- package/examples/js/shaders/HorizontalTiltShiftShader.js +68 -0
- package/examples/js/shaders/HueSaturationShader.js +72 -0
- package/examples/js/shaders/KaleidoShader.js +63 -0
- package/examples/js/shaders/LuminosityHighPassShader.js +71 -0
- package/examples/js/shaders/LuminosityShader.js +49 -0
- package/examples/js/shaders/MMDToonShader.js +100 -0
- package/examples/js/shaders/MirrorShader.js +59 -0
- package/examples/js/shaders/NormalMapShader.js +59 -0
- package/examples/js/shaders/PixelShader.js +51 -0
- package/examples/js/shaders/RGBShiftShader.js +59 -0
- package/examples/js/shaders/SAOShader.js +213 -0
- package/examples/js/shaders/SMAAShader.js +466 -0
- package/examples/js/shaders/SSAOShader.js +299 -0
- package/examples/js/shaders/SSRShader.js +393 -0
- package/examples/js/shaders/SepiaShader.js +55 -0
- package/examples/js/shaders/SobelOperatorShader.js +92 -0
- package/examples/js/shaders/SubsurfaceScatteringShader.js +49 -0
- package/examples/js/shaders/TechnicolorShader.js +46 -0
- package/examples/js/shaders/ToneMapShader.js +87 -0
- package/examples/js/shaders/ToonShader.js +351 -0
- package/examples/js/shaders/TriangleBlurShader.js +74 -0
- package/examples/js/shaders/UnpackDepthRGBAShader.js +50 -0
- package/examples/js/shaders/VerticalBlurShader.js +62 -0
- package/examples/js/shaders/VerticalTiltShiftShader.js +68 -0
- package/examples/js/shaders/VignetteShader.js +56 -0
- package/examples/js/shaders/VolumeShader.js +300 -0
- package/examples/js/shaders/WaterRefractionShader.js +88 -0
- package/examples/js/textures/FlakesTexture.js +41 -0
- package/examples/js/utils/BufferGeometryUtils.js +1094 -0
- package/examples/js/utils/CameraUtils.js +86 -0
- package/examples/js/utils/GPUStatsPanel.js +134 -0
- package/examples/js/utils/GeometryCompressionUtils.js +574 -0
- package/examples/js/utils/GeometryUtils.js +173 -0
- package/examples/js/utils/LDrawUtils.js +182 -0
- package/examples/js/utils/PackedPhongMaterial.js +107 -0
- package/examples/js/utils/SceneUtils.js +103 -0
- package/examples/js/utils/ShadowMapViewer.js +180 -0
- package/examples/js/utils/SkeletonUtils.js +507 -0
- package/examples/js/utils/UVsDebug.js +135 -0
- package/examples/js/utils/WorkerPool.js +115 -0
- package/examples/jsm/animation/AnimationClipCreator.js +114 -0
- package/examples/jsm/animation/CCDIKSolver.js +482 -0
- package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
- package/examples/jsm/animation/MMDPhysics.js +1406 -0
- package/examples/jsm/cameras/CinematicCamera.js +209 -0
- package/examples/jsm/capabilities/WebGL.js +91 -0
- package/examples/jsm/capabilities/WebGPU.js +39 -0
- package/examples/jsm/controls/ArcballControls.js +3216 -0
- package/examples/jsm/controls/DragControls.js +220 -0
- package/examples/jsm/controls/FirstPersonControls.js +325 -0
- package/examples/jsm/controls/FlyControls.js +284 -0
- package/examples/jsm/controls/OrbitControls.js +1249 -0
- package/examples/jsm/controls/PointerLockControls.js +157 -0
- package/examples/jsm/controls/TrackballControls.js +814 -0
- package/examples/jsm/controls/TransformControls.js +1558 -0
- package/examples/jsm/csm/CSM.js +378 -0
- package/examples/jsm/csm/CSMFrustum.js +152 -0
- package/examples/jsm/csm/CSMHelper.js +193 -0
- package/examples/jsm/csm/CSMShader.js +251 -0
- package/examples/jsm/curves/CurveExtras.js +422 -0
- package/examples/jsm/curves/NURBSCurve.js +80 -0
- package/examples/jsm/curves/NURBSSurface.js +52 -0
- package/examples/jsm/curves/NURBSUtils.js +487 -0
- package/examples/jsm/effects/AnaglyphEffect.js +168 -0
- package/examples/jsm/effects/AsciiEffect.js +266 -0
- package/examples/jsm/effects/OutlineEffect.js +553 -0
- package/examples/jsm/effects/ParallaxBarrierEffect.js +116 -0
- package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
- package/examples/jsm/effects/StereoEffect.js +55 -0
- package/examples/jsm/environments/DebugEnvironment.js +52 -0
- package/examples/jsm/environments/RoomEnvironment.js +144 -0
- package/examples/jsm/exporters/ColladaExporter.js +713 -0
- package/examples/jsm/exporters/DRACOExporter.js +225 -0
- package/examples/jsm/exporters/EXRExporter.js +507 -0
- package/examples/jsm/exporters/GLTFExporter.js +2870 -0
- package/examples/jsm/exporters/KTX2Exporter.js +281 -0
- package/examples/jsm/exporters/MMDExporter.js +217 -0
- package/examples/jsm/exporters/OBJExporter.js +284 -0
- package/examples/jsm/exporters/PLYExporter.js +521 -0
- package/examples/jsm/exporters/STLExporter.js +195 -0
- package/examples/jsm/exporters/USDZExporter.js +1112 -0
- package/examples/jsm/geometries/BoxLineGeometry.js +69 -0
- package/examples/jsm/geometries/ConvexGeometry.js +59 -0
- package/examples/jsm/geometries/DecalGeometry.js +356 -0
- package/examples/jsm/geometries/LightningStrike.js +1017 -0
- package/examples/jsm/geometries/ParametricGeometries.js +254 -0
- package/examples/jsm/geometries/ParametricGeometry.js +129 -0
- package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -0
- package/examples/jsm/geometries/TeapotGeometry.js +704 -0
- package/examples/jsm/geometries/TextGeometry.js +57 -0
- package/examples/jsm/helpers/LightProbeHelper.js +130 -0
- package/examples/jsm/helpers/OctreeHelper.js +72 -0
- package/examples/jsm/helpers/PositionalAudioHelper.js +109 -0
- package/examples/jsm/helpers/RectAreaLightHelper.js +85 -0
- package/examples/jsm/helpers/VertexNormalsHelper.js +96 -0
- package/examples/jsm/helpers/VertexTangentsHelper.js +88 -0
- package/examples/jsm/helpers/ViewHelper.js +319 -0
- package/examples/jsm/interactive/HTMLMesh.js +550 -0
- package/examples/jsm/interactive/InteractiveGroup.js +116 -0
- package/examples/jsm/interactive/SelectionBox.js +227 -0
- package/examples/jsm/interactive/SelectionHelper.js +97 -0
- package/examples/jsm/libs/OimoPhysics/OimoPhysics.js +37071 -0
- package/examples/jsm/libs/OimoPhysics/index.js +43 -0
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- package/src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js +321 -0
- package/src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js +68 -0
- package/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js +63 -0
- package/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js +66 -0
- package/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js +10 -0
- package/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js +33 -0
- package/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js +15 -0
- package/src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js +20 -0
- package/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js +14 -0
- package/src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js +77 -0
- package/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +36 -0
- package/src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js +116 -0
- package/src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl.js +10 -0
- package/src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js +17 -0
- package/src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js +15 -0
- package/src/renderers/shaders/ShaderChunk.js +265 -0
- package/src/renderers/shaders/ShaderLib/background.glsl.js +35 -0
- package/src/renderers/shaders/ShaderLib/cube.glsl.js +38 -0
- package/src/renderers/shaders/ShaderLib/depth.glsl.js +92 -0
- package/src/renderers/shaders/ShaderLib/distanceRGBA.glsl.js +73 -0
- package/src/renderers/shaders/ShaderLib/equirect.glsl.js +35 -0
- package/src/renderers/shaders/ShaderLib/linedashed.glsl.js +70 -0
- package/src/renderers/shaders/ShaderLib/meshbasic.glsl.js +115 -0
- package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +123 -0
- package/src/renderers/shaders/ShaderLib/meshmatcap.glsl.js +107 -0
- package/src/renderers/shaders/ShaderLib/meshnormal.glsl.js +82 -0
- package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +125 -0
- package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +216 -0
- package/src/renderers/shaders/ShaderLib/meshtoon.glsl.js +117 -0
- package/src/renderers/shaders/ShaderLib/points.glsl.js +71 -0
- package/src/renderers/shaders/ShaderLib/shadow.glsl.js +49 -0
- package/src/renderers/shaders/ShaderLib/sprite.glsl.js +79 -0
- package/src/renderers/shaders/ShaderLib/vsm.glsl.js +53 -0
- package/src/renderers/shaders/ShaderLib.js +331 -0
- package/src/renderers/shaders/UniformsLib.js +218 -0
- package/src/renderers/shaders/UniformsUtils.js +80 -0
- package/src/renderers/webgl/WebGLAnimation.js +53 -0
- package/src/renderers/webgl/WebGLAttributes.js +193 -0
- package/src/renderers/webgl/WebGLBackground.js +228 -0
- package/src/renderers/webgl/WebGLBindingStates.js +623 -0
- package/src/renderers/webgl/WebGLBufferRenderer.js +61 -0
- package/src/renderers/webgl/WebGLCapabilities.js +121 -0
- package/src/renderers/webgl/WebGLClipping.js +167 -0
- package/src/renderers/webgl/WebGLCubeMaps.js +99 -0
- package/src/renderers/webgl/WebGLCubeUVMaps.js +130 -0
- package/src/renderers/webgl/WebGLExtensions.js +96 -0
- package/src/renderers/webgl/WebGLGeometries.js +195 -0
- package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +71 -0
- package/src/renderers/webgl/WebGLInfo.js +72 -0
- package/src/renderers/webgl/WebGLLights.js +574 -0
- package/src/renderers/webgl/WebGLMaterials.js +677 -0
- package/src/renderers/webgl/WebGLMorphtargets.js +300 -0
- package/src/renderers/webgl/WebGLObjects.js +72 -0
- package/src/renderers/webgl/WebGLProgram.js +901 -0
- package/src/renderers/webgl/WebGLPrograms.js +542 -0
- package/src/renderers/webgl/WebGLProperties.js +48 -0
- package/src/renderers/webgl/WebGLRenderLists.js +238 -0
- package/src/renderers/webgl/WebGLRenderStates.js +107 -0
- package/src/renderers/webgl/WebGLShader.js +12 -0
- package/src/renderers/webgl/WebGLShaderCache.js +124 -0
- package/src/renderers/webgl/WebGLShadowMap.js +374 -0
- package/src/renderers/webgl/WebGLState.js +1263 -0
- package/src/renderers/webgl/WebGLTextures.js +1944 -0
- package/src/renderers/webgl/WebGLUniforms.js +1050 -0
- package/src/renderers/webgl/WebGLUniformsGroups.js +372 -0
- package/src/renderers/webgl/WebGLUtils.js +266 -0
- package/src/renderers/webxr/WebXRController.js +307 -0
- package/src/renderers/webxr/WebXRManager.js +731 -0
- package/src/scenes/Fog.js +37 -0
- package/src/scenes/FogExp2.js +34 -0
- package/src/scenes/Scene.js +71 -0
- package/src/textures/CanvasTexture.js +17 -0
- package/src/textures/CompressedTexture.js +28 -0
- package/src/textures/CubeTexture.js +33 -0
- package/src/textures/Data3DTexture.js +35 -0
- package/src/textures/DataArrayTexture.js +27 -0
- package/src/textures/DataTexture.js +22 -0
- package/src/textures/DepthTexture.js +36 -0
- package/src/textures/FramebufferTexture.js +25 -0
- package/src/textures/Source.js +123 -0
- package/src/textures/Texture.js +308 -0
- package/src/textures/VideoTexture.js +55 -0
- package/src/utils.js +71 -0
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( function () {
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/**
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* Work based on :
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* https://github.com/Slayvin: Flat mirror for three.js
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* https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
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* http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
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*/
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class Water extends THREE.Mesh {
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constructor( geometry, options = {} ) {
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super( geometry );
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this.isWater = true;
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const scope = this;
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const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
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const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
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const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
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const alpha = options.alpha !== undefined ? options.alpha : 1.0;
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const time = options.time !== undefined ? options.time : 0.0;
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const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
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const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new THREE.Vector3( 0.70707, 0.70707, 0.0 );
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const sunColor = new THREE.Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
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const waterColor = new THREE.Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
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const eye = options.eye !== undefined ? options.eye : new THREE.Vector3( 0, 0, 0 );
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const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
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const side = options.side !== undefined ? options.side : THREE.FrontSide;
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const fog = options.fog !== undefined ? options.fog : false; //
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const mirrorPlane = new THREE.Plane();
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const normal = new THREE.Vector3();
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const mirrorWorldPosition = new THREE.Vector3();
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const cameraWorldPosition = new THREE.Vector3();
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const rotationMatrix = new THREE.Matrix4();
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const lookAtPosition = new THREE.Vector3( 0, 0, - 1 );
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const clipPlane = new THREE.Vector4();
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const view = new THREE.Vector3();
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const target = new THREE.Vector3();
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const q = new THREE.Vector4();
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const textureMatrix = new THREE.Matrix4();
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const mirrorCamera = new THREE.PerspectiveCamera();
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const renderTarget = new THREE.WebGLRenderTarget( textureWidth, textureHeight );
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const mirrorShader = {
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uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ 'fog' ], THREE.UniformsLib[ 'lights' ], {
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'normalSampler': {
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value: null
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},
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'mirrorSampler': {
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value: null
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},
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'alpha': {
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value: 1.0
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},
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'time': {
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value: 0.0
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},
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'size': {
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value: 1.0
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},
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'distortionScale': {
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value: 20.0
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},
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'textureMatrix': {
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value: new THREE.Matrix4()
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},
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'sunColor': {
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value: new THREE.Color( 0x7F7F7F )
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},
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'sunDirection': {
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value: new THREE.Vector3( 0.70707, 0.70707, 0 )
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},
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'eye': {
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value: new THREE.Vector3()
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},
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'waterColor': {
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value: new THREE.Color( 0x555555 )
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}
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} ] ),
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vertexShader:
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/* glsl */
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`
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uniform mat4 textureMatrix;
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uniform float time;
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varying vec4 mirrorCoord;
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varying vec4 worldPosition;
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#include <common>
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#include <fog_pars_vertex>
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#include <shadowmap_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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void main() {
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mirrorCoord = modelMatrix * vec4( position, 1.0 );
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worldPosition = mirrorCoord.xyzw;
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mirrorCoord = textureMatrix * mirrorCoord;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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#include <beginnormal_vertex>
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#include <defaultnormal_vertex>
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#include <logdepthbuf_vertex>
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#include <fog_vertex>
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#include <shadowmap_vertex>
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}`,
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fragmentShader:
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/* glsl */
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`
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uniform sampler2D mirrorSampler;
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uniform float alpha;
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uniform float time;
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uniform float size;
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uniform float distortionScale;
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uniform sampler2D normalSampler;
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uniform vec3 sunColor;
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uniform vec3 sunDirection;
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uniform vec3 eye;
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uniform vec3 waterColor;
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varying vec4 mirrorCoord;
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varying vec4 worldPosition;
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vec4 getNoise( vec2 uv ) {
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vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
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vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
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vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
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vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
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vec4 noise = texture2D( normalSampler, uv0 ) +
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texture2D( normalSampler, uv1 ) +
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texture2D( normalSampler, uv2 ) +
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texture2D( normalSampler, uv3 );
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return noise * 0.5 - 1.0;
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}
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void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
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vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
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float direction = max( 0.0, dot( eyeDirection, reflection ) );
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specularColor += pow( direction, shiny ) * sunColor * spec;
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diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
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}
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#include <common>
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#include <packing>
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#include <bsdfs>
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#include <fog_pars_fragment>
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#include <logdepthbuf_pars_fragment>
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#include <lights_pars_begin>
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#include <shadowmap_pars_fragment>
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#include <shadowmask_pars_fragment>
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void main() {
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#include <logdepthbuf_fragment>
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vec4 noise = getNoise( worldPosition.xz * size );
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vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
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vec3 diffuseLight = vec3(0.0);
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vec3 specularLight = vec3(0.0);
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vec3 worldToEye = eye-worldPosition.xyz;
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vec3 eyeDirection = normalize( worldToEye );
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sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
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float distance = length(worldToEye);
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vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
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vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
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float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
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float rf0 = 0.3;
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float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
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vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
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vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
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vec3 outgoingLight = albedo;
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gl_FragColor = vec4( outgoingLight, alpha );
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#include <tonemapping_fragment>
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#include <fog_fragment>
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}`
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};
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const material = new THREE.ShaderMaterial( {
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fragmentShader: mirrorShader.fragmentShader,
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vertexShader: mirrorShader.vertexShader,
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uniforms: THREE.UniformsUtils.clone( mirrorShader.uniforms ),
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lights: true,
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side: side,
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fog: fog
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} );
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material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
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material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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material.uniforms[ 'alpha' ].value = alpha;
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material.uniforms[ 'time' ].value = time;
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material.uniforms[ 'normalSampler' ].value = normalSampler;
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material.uniforms[ 'sunColor' ].value = sunColor;
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material.uniforms[ 'waterColor' ].value = waterColor;
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material.uniforms[ 'sunDirection' ].value = sunDirection;
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material.uniforms[ 'distortionScale' ].value = distortionScale;
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material.uniforms[ 'eye' ].value = eye;
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scope.material = material;
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scope.onBeforeRender = function ( renderer, scene, camera ) {
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mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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rotationMatrix.extractRotation( scope.matrixWorld );
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normal.set( 0, 0, 1 );
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normal.applyMatrix4( rotationMatrix );
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view.subVectors( mirrorWorldPosition, cameraWorldPosition ); // Avoid rendering when mirror is facing away
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if ( view.dot( normal ) > 0 ) return;
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view.reflect( normal ).negate();
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view.add( mirrorWorldPosition );
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rotationMatrix.extractRotation( camera.matrixWorld );
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lookAtPosition.set( 0, 0, - 1 );
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lookAtPosition.applyMatrix4( rotationMatrix );
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lookAtPosition.add( cameraWorldPosition );
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target.subVectors( mirrorWorldPosition, lookAtPosition );
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target.reflect( normal ).negate();
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target.add( mirrorWorldPosition );
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mirrorCamera.position.copy( view );
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mirrorCamera.up.set( 0, 1, 0 );
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mirrorCamera.up.applyMatrix4( rotationMatrix );
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mirrorCamera.up.reflect( normal );
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mirrorCamera.lookAt( target );
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mirrorCamera.far = camera.far; // Used in WebGLBackground
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mirrorCamera.updateMatrixWorld();
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mirrorCamera.projectionMatrix.copy( camera.projectionMatrix ); // Update the texture matrix
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textureMatrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 );
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textureMatrix.multiply( mirrorCamera.projectionMatrix );
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textureMatrix.multiply( mirrorCamera.matrixWorldInverse ); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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|
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mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
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mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
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clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
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const projectionMatrix = mirrorCamera.projectionMatrix;
|
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q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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q.z = - 1.0;
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q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ]; // Calculate the scaled plane vector
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+
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clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) ); // Replacing the third row of the projection matrix
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projectionMatrix.elements[ 2 ] = clipPlane.x;
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projectionMatrix.elements[ 6 ] = clipPlane.y;
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projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
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projectionMatrix.elements[ 14 ] = clipPlane.w;
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eye.setFromMatrixPosition( camera.matrixWorld ); // Render
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const currentRenderTarget = renderer.getRenderTarget();
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const currentXrEnabled = renderer.xr.enabled;
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const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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scope.visible = false;
|
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|
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renderer.xr.enabled = false; // Avoid camera modification and recursion
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+
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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+
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renderer.setRenderTarget( renderTarget );
|
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renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
|
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|
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|
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if ( renderer.autoClear === false ) renderer.clear();
|
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renderer.render( scene, mirrorCamera );
|
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scope.visible = true;
|
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|
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renderer.xr.enabled = currentXrEnabled;
|
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|
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renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
|
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|
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renderer.setRenderTarget( currentRenderTarget ); // Restore viewport
|
|
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|
+
|
|
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|
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const viewport = camera.viewport;
|
|
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|
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|
|
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|
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if ( viewport !== undefined ) {
|
|
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|
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|
|
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|
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renderer.state.viewport( viewport );
|
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|
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|
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|
+
}
|
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|
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|
|
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|
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};
|
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|
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|
|
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|
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}
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|
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|
+
|
|
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|
+
}
|
|
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|
+
|
|
285
|
+
THREE.Water = Water;
|
|
286
|
+
|
|
287
|
+
} )();
|
|
@@ -0,0 +1,306 @@
|
|
|
1
|
+
( function () {
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* References:
|
|
5
|
+
* https://alex.vlachos.com/graphics/Vlachos-SIGGRAPH10-WaterFlow.pdf
|
|
6
|
+
* http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
|
|
7
|
+
*
|
|
8
|
+
*/
|
|
9
|
+
|
|
10
|
+
class Water extends THREE.Mesh {
|
|
11
|
+
|
|
12
|
+
constructor( geometry, options = {} ) {
|
|
13
|
+
|
|
14
|
+
super( geometry );
|
|
15
|
+
this.isWater = true;
|
|
16
|
+
this.type = 'Water';
|
|
17
|
+
const scope = this;
|
|
18
|
+
const color = options.color !== undefined ? new THREE.Color( options.color ) : new THREE.Color( 0xFFFFFF );
|
|
19
|
+
const textureWidth = options.textureWidth || 512;
|
|
20
|
+
const textureHeight = options.textureHeight || 512;
|
|
21
|
+
const clipBias = options.clipBias || 0;
|
|
22
|
+
const flowDirection = options.flowDirection || new THREE.Vector2( 1, 0 );
|
|
23
|
+
const flowSpeed = options.flowSpeed || 0.03;
|
|
24
|
+
const reflectivity = options.reflectivity || 0.02;
|
|
25
|
+
const scale = options.scale || 1;
|
|
26
|
+
const shader = options.shader || Water.WaterShader;
|
|
27
|
+
const textureLoader = new THREE.TextureLoader();
|
|
28
|
+
const flowMap = options.flowMap || undefined;
|
|
29
|
+
const normalMap0 = options.normalMap0 || textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' );
|
|
30
|
+
const normalMap1 = options.normalMap1 || textureLoader.load( 'textures/water/Water_2_M_Normal.jpg' );
|
|
31
|
+
const cycle = 0.15; // a cycle of a flow map phase
|
|
32
|
+
|
|
33
|
+
const halfCycle = cycle * 0.5;
|
|
34
|
+
const textureMatrix = new THREE.Matrix4();
|
|
35
|
+
const clock = new THREE.Clock(); // internal components
|
|
36
|
+
|
|
37
|
+
if ( THREE.Reflector === undefined ) {
|
|
38
|
+
|
|
39
|
+
console.error( 'THREE.Water: Required component THREE.Reflector not found.' );
|
|
40
|
+
return;
|
|
41
|
+
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
if ( THREE.Refractor === undefined ) {
|
|
45
|
+
|
|
46
|
+
console.error( 'THREE.Water: Required component THREE.Refractor not found.' );
|
|
47
|
+
return;
|
|
48
|
+
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
const reflector = new THREE.Reflector( geometry, {
|
|
52
|
+
textureWidth: textureWidth,
|
|
53
|
+
textureHeight: textureHeight,
|
|
54
|
+
clipBias: clipBias
|
|
55
|
+
} );
|
|
56
|
+
const refractor = new THREE.Refractor( geometry, {
|
|
57
|
+
textureWidth: textureWidth,
|
|
58
|
+
textureHeight: textureHeight,
|
|
59
|
+
clipBias: clipBias
|
|
60
|
+
} );
|
|
61
|
+
reflector.matrixAutoUpdate = false;
|
|
62
|
+
refractor.matrixAutoUpdate = false; // material
|
|
63
|
+
|
|
64
|
+
this.material = new THREE.ShaderMaterial( {
|
|
65
|
+
uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ 'fog' ], shader.uniforms ] ),
|
|
66
|
+
vertexShader: shader.vertexShader,
|
|
67
|
+
fragmentShader: shader.fragmentShader,
|
|
68
|
+
transparent: true,
|
|
69
|
+
fog: true
|
|
70
|
+
} );
|
|
71
|
+
|
|
72
|
+
if ( flowMap !== undefined ) {
|
|
73
|
+
|
|
74
|
+
this.material.defines.USE_FLOWMAP = '';
|
|
75
|
+
this.material.uniforms[ 'tFlowMap' ] = {
|
|
76
|
+
type: 't',
|
|
77
|
+
value: flowMap
|
|
78
|
+
};
|
|
79
|
+
|
|
80
|
+
} else {
|
|
81
|
+
|
|
82
|
+
this.material.uniforms[ 'flowDirection' ] = {
|
|
83
|
+
type: 'v2',
|
|
84
|
+
value: flowDirection
|
|
85
|
+
};
|
|
86
|
+
|
|
87
|
+
} // maps
|
|
88
|
+
|
|
89
|
+
|
|
90
|
+
normalMap0.wrapS = normalMap0.wrapT = THREE.RepeatWrapping;
|
|
91
|
+
normalMap1.wrapS = normalMap1.wrapT = THREE.RepeatWrapping;
|
|
92
|
+
this.material.uniforms[ 'tReflectionMap' ].value = reflector.getRenderTarget().texture;
|
|
93
|
+
this.material.uniforms[ 'tRefractionMap' ].value = refractor.getRenderTarget().texture;
|
|
94
|
+
this.material.uniforms[ 'tNormalMap0' ].value = normalMap0;
|
|
95
|
+
this.material.uniforms[ 'tNormalMap1' ].value = normalMap1; // water
|
|
96
|
+
|
|
97
|
+
this.material.uniforms[ 'color' ].value = color;
|
|
98
|
+
this.material.uniforms[ 'reflectivity' ].value = reflectivity;
|
|
99
|
+
this.material.uniforms[ 'textureMatrix' ].value = textureMatrix; // inital values
|
|
100
|
+
|
|
101
|
+
this.material.uniforms[ 'config' ].value.x = 0; // flowMapOffset0
|
|
102
|
+
|
|
103
|
+
this.material.uniforms[ 'config' ].value.y = halfCycle; // flowMapOffset1
|
|
104
|
+
|
|
105
|
+
this.material.uniforms[ 'config' ].value.z = halfCycle; // halfCycle
|
|
106
|
+
|
|
107
|
+
this.material.uniforms[ 'config' ].value.w = scale; // scale
|
|
108
|
+
// functions
|
|
109
|
+
|
|
110
|
+
function updateTextureMatrix( camera ) {
|
|
111
|
+
|
|
112
|
+
textureMatrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 );
|
|
113
|
+
textureMatrix.multiply( camera.projectionMatrix );
|
|
114
|
+
textureMatrix.multiply( camera.matrixWorldInverse );
|
|
115
|
+
textureMatrix.multiply( scope.matrixWorld );
|
|
116
|
+
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
function updateFlow() {
|
|
120
|
+
|
|
121
|
+
const delta = clock.getDelta();
|
|
122
|
+
const config = scope.material.uniforms[ 'config' ];
|
|
123
|
+
config.value.x += flowSpeed * delta; // flowMapOffset0
|
|
124
|
+
|
|
125
|
+
config.value.y = config.value.x + halfCycle; // flowMapOffset1
|
|
126
|
+
// Important: The distance between offsets should be always the value of "halfCycle".
|
|
127
|
+
// Moreover, both offsets should be in the range of [ 0, cycle ].
|
|
128
|
+
// This approach ensures a smooth water flow and avoids "reset" effects.
|
|
129
|
+
|
|
130
|
+
if ( config.value.x >= cycle ) {
|
|
131
|
+
|
|
132
|
+
config.value.x = 0;
|
|
133
|
+
config.value.y = halfCycle;
|
|
134
|
+
|
|
135
|
+
} else if ( config.value.y >= cycle ) {
|
|
136
|
+
|
|
137
|
+
config.value.y = config.value.y - cycle;
|
|
138
|
+
|
|
139
|
+
}
|
|
140
|
+
|
|
141
|
+
} //
|
|
142
|
+
|
|
143
|
+
|
|
144
|
+
this.onBeforeRender = function ( renderer, scene, camera ) {
|
|
145
|
+
|
|
146
|
+
updateTextureMatrix( camera );
|
|
147
|
+
updateFlow();
|
|
148
|
+
scope.visible = false;
|
|
149
|
+
reflector.matrixWorld.copy( scope.matrixWorld );
|
|
150
|
+
refractor.matrixWorld.copy( scope.matrixWorld );
|
|
151
|
+
reflector.onBeforeRender( renderer, scene, camera );
|
|
152
|
+
refractor.onBeforeRender( renderer, scene, camera );
|
|
153
|
+
scope.visible = true;
|
|
154
|
+
|
|
155
|
+
};
|
|
156
|
+
|
|
157
|
+
}
|
|
158
|
+
|
|
159
|
+
}
|
|
160
|
+
|
|
161
|
+
Water.WaterShader = {
|
|
162
|
+
uniforms: {
|
|
163
|
+
'color': {
|
|
164
|
+
type: 'c',
|
|
165
|
+
value: null
|
|
166
|
+
},
|
|
167
|
+
'reflectivity': {
|
|
168
|
+
type: 'f',
|
|
169
|
+
value: 0
|
|
170
|
+
},
|
|
171
|
+
'tReflectionMap': {
|
|
172
|
+
type: 't',
|
|
173
|
+
value: null
|
|
174
|
+
},
|
|
175
|
+
'tRefractionMap': {
|
|
176
|
+
type: 't',
|
|
177
|
+
value: null
|
|
178
|
+
},
|
|
179
|
+
'tNormalMap0': {
|
|
180
|
+
type: 't',
|
|
181
|
+
value: null
|
|
182
|
+
},
|
|
183
|
+
'tNormalMap1': {
|
|
184
|
+
type: 't',
|
|
185
|
+
value: null
|
|
186
|
+
},
|
|
187
|
+
'textureMatrix': {
|
|
188
|
+
type: 'm4',
|
|
189
|
+
value: null
|
|
190
|
+
},
|
|
191
|
+
'config': {
|
|
192
|
+
type: 'v4',
|
|
193
|
+
value: new THREE.Vector4()
|
|
194
|
+
}
|
|
195
|
+
},
|
|
196
|
+
vertexShader:
|
|
197
|
+
/* glsl */
|
|
198
|
+
`
|
|
199
|
+
|
|
200
|
+
#include <common>
|
|
201
|
+
#include <fog_pars_vertex>
|
|
202
|
+
#include <logdepthbuf_pars_vertex>
|
|
203
|
+
|
|
204
|
+
uniform mat4 textureMatrix;
|
|
205
|
+
|
|
206
|
+
varying vec4 vCoord;
|
|
207
|
+
varying vec2 vUv;
|
|
208
|
+
varying vec3 vToEye;
|
|
209
|
+
|
|
210
|
+
void main() {
|
|
211
|
+
|
|
212
|
+
vUv = uv;
|
|
213
|
+
vCoord = textureMatrix * vec4( position, 1.0 );
|
|
214
|
+
|
|
215
|
+
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
|
|
216
|
+
vToEye = cameraPosition - worldPosition.xyz;
|
|
217
|
+
|
|
218
|
+
vec4 mvPosition = viewMatrix * worldPosition; // used in fog_vertex
|
|
219
|
+
gl_Position = projectionMatrix * mvPosition;
|
|
220
|
+
|
|
221
|
+
#include <logdepthbuf_vertex>
|
|
222
|
+
#include <fog_vertex>
|
|
223
|
+
|
|
224
|
+
}`,
|
|
225
|
+
fragmentShader:
|
|
226
|
+
/* glsl */
|
|
227
|
+
`
|
|
228
|
+
|
|
229
|
+
#include <common>
|
|
230
|
+
#include <fog_pars_fragment>
|
|
231
|
+
#include <logdepthbuf_pars_fragment>
|
|
232
|
+
|
|
233
|
+
uniform sampler2D tReflectionMap;
|
|
234
|
+
uniform sampler2D tRefractionMap;
|
|
235
|
+
uniform sampler2D tNormalMap0;
|
|
236
|
+
uniform sampler2D tNormalMap1;
|
|
237
|
+
|
|
238
|
+
#ifdef USE_FLOWMAP
|
|
239
|
+
uniform sampler2D tFlowMap;
|
|
240
|
+
#else
|
|
241
|
+
uniform vec2 flowDirection;
|
|
242
|
+
#endif
|
|
243
|
+
|
|
244
|
+
uniform vec3 color;
|
|
245
|
+
uniform float reflectivity;
|
|
246
|
+
uniform vec4 config;
|
|
247
|
+
|
|
248
|
+
varying vec4 vCoord;
|
|
249
|
+
varying vec2 vUv;
|
|
250
|
+
varying vec3 vToEye;
|
|
251
|
+
|
|
252
|
+
void main() {
|
|
253
|
+
|
|
254
|
+
#include <logdepthbuf_fragment>
|
|
255
|
+
|
|
256
|
+
float flowMapOffset0 = config.x;
|
|
257
|
+
float flowMapOffset1 = config.y;
|
|
258
|
+
float halfCycle = config.z;
|
|
259
|
+
float scale = config.w;
|
|
260
|
+
|
|
261
|
+
vec3 toEye = normalize( vToEye );
|
|
262
|
+
|
|
263
|
+
// determine flow direction
|
|
264
|
+
vec2 flow;
|
|
265
|
+
#ifdef USE_FLOWMAP
|
|
266
|
+
flow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0;
|
|
267
|
+
#else
|
|
268
|
+
flow = flowDirection;
|
|
269
|
+
#endif
|
|
270
|
+
flow.x *= - 1.0;
|
|
271
|
+
|
|
272
|
+
// sample normal maps (distort uvs with flowdata)
|
|
273
|
+
vec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 );
|
|
274
|
+
vec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 );
|
|
275
|
+
|
|
276
|
+
// linear interpolate to get the final normal color
|
|
277
|
+
float flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle;
|
|
278
|
+
vec4 normalColor = mix( normalColor0, normalColor1, flowLerp );
|
|
279
|
+
|
|
280
|
+
// calculate normal vector
|
|
281
|
+
vec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) );
|
|
282
|
+
|
|
283
|
+
// calculate the fresnel term to blend reflection and refraction maps
|
|
284
|
+
float theta = max( dot( toEye, normal ), 0.0 );
|
|
285
|
+
float reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 );
|
|
286
|
+
|
|
287
|
+
// calculate final uv coords
|
|
288
|
+
vec3 coord = vCoord.xyz / vCoord.w;
|
|
289
|
+
vec2 uv = coord.xy + coord.z * normal.xz * 0.05;
|
|
290
|
+
|
|
291
|
+
vec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) );
|
|
292
|
+
vec4 refractColor = texture2D( tRefractionMap, uv );
|
|
293
|
+
|
|
294
|
+
// multiply water color with the mix of both textures
|
|
295
|
+
gl_FragColor = vec4( color, 1.0 ) * mix( refractColor, reflectColor, reflectance );
|
|
296
|
+
|
|
297
|
+
#include <tonemapping_fragment>
|
|
298
|
+
#include <encodings_fragment>
|
|
299
|
+
#include <fog_fragment>
|
|
300
|
+
|
|
301
|
+
}`
|
|
302
|
+
};
|
|
303
|
+
|
|
304
|
+
THREE.Water = Water;
|
|
305
|
+
|
|
306
|
+
} )();
|