@needle-tools/three 0.145.0

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Files changed (1160) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +84 -0
  3. package/build/three.cjs +36042 -0
  4. package/build/three.js +36048 -0
  5. package/build/three.min.js +6 -0
  6. package/build/three.module.js +49769 -0
  7. package/examples/fonts/LICENSE +13 -0
  8. package/examples/fonts/README.md +11 -0
  9. package/examples/fonts/droid/NOTICE +190 -0
  10. package/examples/fonts/droid/README.txt +18 -0
  11. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  12. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  13. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  14. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  15. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  16. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  17. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  18. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  19. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  20. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff +0 -0
  21. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff2 +0 -0
  22. package/examples/fonts/open-sans/open-sans.css +9 -0
  23. package/examples/fonts/optimer_bold.typeface.json +1 -0
  24. package/examples/fonts/optimer_regular.typeface.json +1 -0
  25. package/examples/fonts/tabler-icons/fonts/tabler-icons.eot +0 -0
  26. package/examples/fonts/tabler-icons/fonts/tabler-icons.svg +3966 -0
  27. package/examples/fonts/tabler-icons/fonts/tabler-icons.ttf +0 -0
  28. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff +0 -0
  29. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff2 +0 -0
  30. package/examples/fonts/tabler-icons/tabler-icons.min.css +4 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/js/animation/AnimationClipCreator.js +97 -0
  34. package/examples/js/animation/CCDIKSolver.js +433 -0
  35. package/examples/js/animation/MMDAnimationHelper.js +1117 -0
  36. package/examples/js/animation/MMDPhysics.js +1238 -0
  37. package/examples/js/cameras/CinematicCamera.js +157 -0
  38. package/examples/js/controls/ArcballControls.js +3037 -0
  39. package/examples/js/controls/DragControls.js +230 -0
  40. package/examples/js/controls/FirstPersonControls.js +334 -0
  41. package/examples/js/controls/FlyControls.js +347 -0
  42. package/examples/js/controls/OrbitControls.js +1075 -0
  43. package/examples/js/controls/PointerLockControls.js +153 -0
  44. package/examples/js/controls/TrackballControls.js +782 -0
  45. package/examples/js/controls/TransformControls.js +1386 -0
  46. package/examples/js/csm/CSM.js +382 -0
  47. package/examples/js/csm/CSMFrustum.js +133 -0
  48. package/examples/js/csm/CSMHelper.js +145 -0
  49. package/examples/js/csm/CSMShader.js +257 -0
  50. package/examples/js/curves/CurveExtras.js +348 -0
  51. package/examples/js/curves/NURBSCurve.js +75 -0
  52. package/examples/js/curves/NURBSSurface.js +54 -0
  53. package/examples/js/curves/NURBSUtils.js +476 -0
  54. package/examples/js/effects/AnaglyphEffect.js +100 -0
  55. package/examples/js/effects/AsciiEffect.js +259 -0
  56. package/examples/js/effects/OutlineEffect.js +454 -0
  57. package/examples/js/effects/ParallaxBarrierEffect.js +75 -0
  58. package/examples/js/effects/PeppersGhostEffect.js +166 -0
  59. package/examples/js/effects/StereoEffect.js +50 -0
  60. package/examples/js/environments/DebugEnvironment.js +53 -0
  61. package/examples/js/environments/RoomEnvironment.js +122 -0
  62. package/examples/js/exporters/ColladaExporter.js +504 -0
  63. package/examples/js/exporters/DRACOExporter.js +212 -0
  64. package/examples/js/exporters/EXRExporter.js +458 -0
  65. package/examples/js/exporters/GLTFExporter.js +2543 -0
  66. package/examples/js/exporters/MMDExporter.js +194 -0
  67. package/examples/js/exporters/OBJExporter.js +251 -0
  68. package/examples/js/exporters/PLYExporter.js +422 -0
  69. package/examples/js/exporters/STLExporter.js +190 -0
  70. package/examples/js/exporters/USDZExporter.js +523 -0
  71. package/examples/js/geometries/BoxLineGeometry.js +60 -0
  72. package/examples/js/geometries/ConvexGeometry.js +48 -0
  73. package/examples/js/geometries/DecalGeometry.js +291 -0
  74. package/examples/js/geometries/LightningStrike.js +874 -0
  75. package/examples/js/geometries/ParametricGeometries.js +215 -0
  76. package/examples/js/geometries/ParametricGeometry.js +108 -0
  77. package/examples/js/geometries/RoundedBoxGeometry.js +140 -0
  78. package/examples/js/geometries/TeapotGeometry.js +331 -0
  79. package/examples/js/geometries/TextGeometry.js +51 -0
  80. package/examples/js/helpers/LightProbeHelper.js +49 -0
  81. package/examples/js/helpers/OctreeHelper.js +74 -0
  82. package/examples/js/helpers/PositionalAudioHelper.js +89 -0
  83. package/examples/js/helpers/RectAreaLightHelper.js +74 -0
  84. package/examples/js/helpers/VertexNormalsHelper.js +72 -0
  85. package/examples/js/helpers/VertexTangentsHelper.js +62 -0
  86. package/examples/js/helpers/ViewHelper.js +266 -0
  87. package/examples/js/interactive/HTMLMesh.js +508 -0
  88. package/examples/js/interactive/InteractiveGroup.js +101 -0
  89. package/examples/js/interactive/SelectionBox.js +262 -0
  90. package/examples/js/interactive/SelectionHelper.js +91 -0
  91. package/examples/js/libs/ammo.wasm.js +822 -0
  92. package/examples/js/libs/ammo.wasm.wasm +0 -0
  93. package/examples/js/libs/basis/README.md +46 -0
  94. package/examples/js/libs/basis/basis_transcoder.js +21 -0
  95. package/examples/js/libs/basis/basis_transcoder.wasm +0 -0
  96. package/examples/js/libs/chevrotain.min.js +3 -0
  97. package/examples/js/libs/draco/README.md +32 -0
  98. package/examples/js/libs/draco/draco_decoder.js +52 -0
  99. package/examples/js/libs/draco/draco_decoder.wasm +0 -0
  100. package/examples/js/libs/draco/draco_encoder.js +33 -0
  101. package/examples/js/libs/draco/draco_wasm_wrapper.js +104 -0
  102. package/examples/js/libs/draco/gltf/draco_decoder.js +48 -0
  103. package/examples/js/libs/draco/gltf/draco_decoder.wasm +0 -0
  104. package/examples/js/libs/draco/gltf/draco_encoder.js +33 -0
  105. package/examples/js/libs/draco/gltf/draco_wasm_wrapper.js +104 -0
  106. package/examples/js/libs/fflate.min.js +7 -0
  107. package/examples/js/libs/ktx-parse.umd.js +1 -0
  108. package/examples/js/libs/lottie_canvas.js +12751 -0
  109. package/examples/js/libs/meshopt_decoder.js +188 -0
  110. package/examples/js/libs/opentype.min.js +1 -0
  111. package/examples/js/libs/stats.min.js +5 -0
  112. package/examples/js/lights/LightProbeGenerator.js +228 -0
  113. package/examples/js/lights/RectAreaLightUniformsLib.js +56 -0
  114. package/examples/js/lines/Line2.js +19 -0
  115. package/examples/js/lines/LineGeometry.js +71 -0
  116. package/examples/js/lines/LineMaterial.js +642 -0
  117. package/examples/js/lines/LineSegments2.js +362 -0
  118. package/examples/js/lines/LineSegmentsGeometry.js +219 -0
  119. package/examples/js/lines/Wireframe.js +52 -0
  120. package/examples/js/lines/WireframeGeometry2.js +18 -0
  121. package/examples/js/loaders/3DMLoader.js +1370 -0
  122. package/examples/js/loaders/3MFLoader.js +1340 -0
  123. package/examples/js/loaders/AMFLoader.js +529 -0
  124. package/examples/js/loaders/BVHLoader.js +394 -0
  125. package/examples/js/loaders/BasisTextureLoader.js +736 -0
  126. package/examples/js/loaders/ColladaLoader.js +3821 -0
  127. package/examples/js/loaders/DDSLoader.js +245 -0
  128. package/examples/js/loaders/DRACOLoader.js +548 -0
  129. package/examples/js/loaders/EXRLoader.js +2136 -0
  130. package/examples/js/loaders/FBXLoader.js +3835 -0
  131. package/examples/js/loaders/FontLoader.js +169 -0
  132. package/examples/js/loaders/GCodeLoader.js +256 -0
  133. package/examples/js/loaders/GLTFLoader.js +4159 -0
  134. package/examples/js/loaders/HDRCubeTextureLoader.js +93 -0
  135. package/examples/js/loaders/KMZLoader.js +125 -0
  136. package/examples/js/loaders/KTXLoader.js +177 -0
  137. package/examples/js/loaders/LDrawLoader.js +2374 -0
  138. package/examples/js/loaders/LUT3dlLoader.js +139 -0
  139. package/examples/js/loaders/LUTCubeLoader.js +140 -0
  140. package/examples/js/loaders/LWOLoader.js +966 -0
  141. package/examples/js/loaders/LogLuvLoader.js +765 -0
  142. package/examples/js/loaders/LottieLoader.js +62 -0
  143. package/examples/js/loaders/MD2Loader.js +249 -0
  144. package/examples/js/loaders/MDDLoader.js +95 -0
  145. package/examples/js/loaders/MMDLoader.js +1924 -0
  146. package/examples/js/loaders/MTLLoader.js +501 -0
  147. package/examples/js/loaders/NRRDLoader.js +649 -0
  148. package/examples/js/loaders/OBJLoader.js +804 -0
  149. package/examples/js/loaders/PCDLoader.js +408 -0
  150. package/examples/js/loaders/PDBLoader.js +313 -0
  151. package/examples/js/loaders/PLYLoader.js +562 -0
  152. package/examples/js/loaders/PRWMLoader.js +260 -0
  153. package/examples/js/loaders/PVRLoader.js +227 -0
  154. package/examples/js/loaders/RGBELoader.js +467 -0
  155. package/examples/js/loaders/RGBMLoader.js +1415 -0
  156. package/examples/js/loaders/STLLoader.js +371 -0
  157. package/examples/js/loaders/SVGLoader.js +2655 -0
  158. package/examples/js/loaders/TDSLoader.js +1029 -0
  159. package/examples/js/loaders/TGALoader.js +486 -0
  160. package/examples/js/loaders/TIFFLoader.js +31 -0
  161. package/examples/js/loaders/TTFLoader.js +211 -0
  162. package/examples/js/loaders/TiltLoader.js +460 -0
  163. package/examples/js/loaders/VOXLoader.js +248 -0
  164. package/examples/js/loaders/VRMLLoader.js +3237 -0
  165. package/examples/js/loaders/VTKLoader.js +1095 -0
  166. package/examples/js/loaders/XYZLoader.js +91 -0
  167. package/examples/js/loaders/lwo/IFFParser.js +1148 -0
  168. package/examples/js/loaders/lwo/LWO2Parser.js +448 -0
  169. package/examples/js/loaders/lwo/LWO3Parser.js +402 -0
  170. package/examples/js/materials/MeshGouraudMaterial.js +385 -0
  171. package/examples/js/math/Capsule.js +120 -0
  172. package/examples/js/math/ColorConverter.js +33 -0
  173. package/examples/js/math/ConvexHull.js +1110 -0
  174. package/examples/js/math/ImprovedNoise.js +66 -0
  175. package/examples/js/math/Lut.js +171 -0
  176. package/examples/js/math/MeshSurfaceSampler.js +193 -0
  177. package/examples/js/math/OBB.js +341 -0
  178. package/examples/js/math/Octree.js +465 -0
  179. package/examples/js/math/SimplexNoise.js +459 -0
  180. package/examples/js/misc/ConvexObjectBreaker.js +485 -0
  181. package/examples/js/misc/GPUComputationRenderer.js +397 -0
  182. package/examples/js/misc/Gyroscope.js +60 -0
  183. package/examples/js/misc/MD2Character.js +244 -0
  184. package/examples/js/misc/MD2CharacterComplex.js +494 -0
  185. package/examples/js/misc/MorphAnimMesh.js +69 -0
  186. package/examples/js/misc/MorphBlendMesh.js +292 -0
  187. package/examples/js/misc/ProgressiveLightMap.js +331 -0
  188. package/examples/js/misc/RollerCoaster.js +437 -0
  189. package/examples/js/misc/TubePainter.js +161 -0
  190. package/examples/js/misc/Volume.js +466 -0
  191. package/examples/js/misc/VolumeSlice.js +224 -0
  192. package/examples/js/modifiers/CurveModifier.js +311 -0
  193. package/examples/js/modifiers/EdgeSplitModifier.js +258 -0
  194. package/examples/js/modifiers/SimplifyModifier.js +468 -0
  195. package/examples/js/modifiers/TessellateModifier.js +283 -0
  196. package/examples/js/objects/GroundProjectedEnv.js +193 -0
  197. package/examples/js/objects/Lensflare.js +347 -0
  198. package/examples/js/objects/LightningStorm.js +209 -0
  199. package/examples/js/objects/MarchingCubes.js +738 -0
  200. package/examples/js/objects/Reflector.js +214 -0
  201. package/examples/js/objects/ReflectorForSSRPass.js +319 -0
  202. package/examples/js/objects/Refractor.js +261 -0
  203. package/examples/js/objects/ShadowMesh.js +60 -0
  204. package/examples/js/objects/Sky.js +223 -0
  205. package/examples/js/objects/Water.js +287 -0
  206. package/examples/js/objects/Water2.js +306 -0
  207. package/examples/js/physics/AmmoPhysics.js +256 -0
  208. package/examples/js/physics/OimoPhysics.js +215 -0
  209. package/examples/js/postprocessing/AdaptiveToneMappingPass.js +342 -0
  210. package/examples/js/postprocessing/AfterimagePass.js +70 -0
  211. package/examples/js/postprocessing/BloomPass.js +114 -0
  212. package/examples/js/postprocessing/BokehPass.js +103 -0
  213. package/examples/js/postprocessing/ClearPass.js +44 -0
  214. package/examples/js/postprocessing/CubeTexturePass.js +57 -0
  215. package/examples/js/postprocessing/DotScreenPass.js +49 -0
  216. package/examples/js/postprocessing/EffectComposer.js +279 -0
  217. package/examples/js/postprocessing/FilmPass.js +50 -0
  218. package/examples/js/postprocessing/GlitchPass.js +105 -0
  219. package/examples/js/postprocessing/HalftonePass.js +75 -0
  220. package/examples/js/postprocessing/LUTPass.js +184 -0
  221. package/examples/js/postprocessing/MaskPass.js +92 -0
  222. package/examples/js/postprocessing/OutlinePass.js +589 -0
  223. package/examples/js/postprocessing/Pass.js +75 -0
  224. package/examples/js/postprocessing/RenderPass.js +74 -0
  225. package/examples/js/postprocessing/SAOPass.js +366 -0
  226. package/examples/js/postprocessing/SMAAPass.js +153 -0
  227. package/examples/js/postprocessing/SSAARenderPass.js +156 -0
  228. package/examples/js/postprocessing/SSAOPass.js +351 -0
  229. package/examples/js/postprocessing/SSRPass.js +550 -0
  230. package/examples/js/postprocessing/SavePass.js +51 -0
  231. package/examples/js/postprocessing/ShaderPass.js +63 -0
  232. package/examples/js/postprocessing/TAARenderPass.js +128 -0
  233. package/examples/js/postprocessing/TexturePass.js +46 -0
  234. package/examples/js/postprocessing/UnrealBloomPass.js +357 -0
  235. package/examples/js/renderers/CSS2DRenderer.js +197 -0
  236. package/examples/js/renderers/CSS3DRenderer.js +258 -0
  237. package/examples/js/renderers/Projector.js +874 -0
  238. package/examples/js/renderers/SVGRenderer.js +537 -0
  239. package/examples/js/shaders/ACESFilmicToneMappingShader.js +92 -0
  240. package/examples/js/shaders/AfterimageShader.js +63 -0
  241. package/examples/js/shaders/BasicShader.js +30 -0
  242. package/examples/js/shaders/BleachBypassShader.js +65 -0
  243. package/examples/js/shaders/BlendShader.js +57 -0
  244. package/examples/js/shaders/BokehShader.js +159 -0
  245. package/examples/js/shaders/BokehShader2.js +428 -0
  246. package/examples/js/shaders/BrightnessContrastShader.js +61 -0
  247. package/examples/js/shaders/ColorCorrectionShader.js +56 -0
  248. package/examples/js/shaders/ColorifyShader.js +51 -0
  249. package/examples/js/shaders/ConvolutionShader.js +97 -0
  250. package/examples/js/shaders/CopyShader.js +48 -0
  251. package/examples/js/shaders/DOFMipMapShader.js +63 -0
  252. package/examples/js/shaders/DepthLimitedBlurShader.js +180 -0
  253. package/examples/js/shaders/DigitalGlitch.js +130 -0
  254. package/examples/js/shaders/DotScreenShader.js +76 -0
  255. package/examples/js/shaders/FXAAShader.js +286 -0
  256. package/examples/js/shaders/FilmShader.js +113 -0
  257. package/examples/js/shaders/FocusShader.js +98 -0
  258. package/examples/js/shaders/FreiChenShader.js +97 -0
  259. package/examples/js/shaders/GammaCorrectionShader.js +44 -0
  260. package/examples/js/shaders/GodRaysShader.js +297 -0
  261. package/examples/js/shaders/HalftoneShader.js +339 -0
  262. package/examples/js/shaders/HorizontalBlurShader.js +62 -0
  263. package/examples/js/shaders/HorizontalTiltShiftShader.js +68 -0
  264. package/examples/js/shaders/HueSaturationShader.js +72 -0
  265. package/examples/js/shaders/KaleidoShader.js +63 -0
  266. package/examples/js/shaders/LuminosityHighPassShader.js +71 -0
  267. package/examples/js/shaders/LuminosityShader.js +49 -0
  268. package/examples/js/shaders/MMDToonShader.js +100 -0
  269. package/examples/js/shaders/MirrorShader.js +59 -0
  270. package/examples/js/shaders/NormalMapShader.js +59 -0
  271. package/examples/js/shaders/PixelShader.js +51 -0
  272. package/examples/js/shaders/RGBShiftShader.js +59 -0
  273. package/examples/js/shaders/SAOShader.js +213 -0
  274. package/examples/js/shaders/SMAAShader.js +466 -0
  275. package/examples/js/shaders/SSAOShader.js +299 -0
  276. package/examples/js/shaders/SSRShader.js +393 -0
  277. package/examples/js/shaders/SepiaShader.js +55 -0
  278. package/examples/js/shaders/SobelOperatorShader.js +92 -0
  279. package/examples/js/shaders/SubsurfaceScatteringShader.js +49 -0
  280. package/examples/js/shaders/TechnicolorShader.js +46 -0
  281. package/examples/js/shaders/ToneMapShader.js +87 -0
  282. package/examples/js/shaders/ToonShader.js +351 -0
  283. package/examples/js/shaders/TriangleBlurShader.js +74 -0
  284. package/examples/js/shaders/UnpackDepthRGBAShader.js +50 -0
  285. package/examples/js/shaders/VerticalBlurShader.js +62 -0
  286. package/examples/js/shaders/VerticalTiltShiftShader.js +68 -0
  287. package/examples/js/shaders/VignetteShader.js +56 -0
  288. package/examples/js/shaders/VolumeShader.js +300 -0
  289. package/examples/js/shaders/WaterRefractionShader.js +88 -0
  290. package/examples/js/textures/FlakesTexture.js +41 -0
  291. package/examples/js/utils/BufferGeometryUtils.js +1094 -0
  292. package/examples/js/utils/CameraUtils.js +86 -0
  293. package/examples/js/utils/GPUStatsPanel.js +134 -0
  294. package/examples/js/utils/GeometryCompressionUtils.js +574 -0
  295. package/examples/js/utils/GeometryUtils.js +173 -0
  296. package/examples/js/utils/LDrawUtils.js +182 -0
  297. package/examples/js/utils/PackedPhongMaterial.js +107 -0
  298. package/examples/js/utils/SceneUtils.js +103 -0
  299. package/examples/js/utils/ShadowMapViewer.js +180 -0
  300. package/examples/js/utils/SkeletonUtils.js +507 -0
  301. package/examples/js/utils/UVsDebug.js +135 -0
  302. package/examples/js/utils/WorkerPool.js +115 -0
  303. package/examples/jsm/animation/AnimationClipCreator.js +114 -0
  304. package/examples/jsm/animation/CCDIKSolver.js +482 -0
  305. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
  306. package/examples/jsm/animation/MMDPhysics.js +1406 -0
  307. package/examples/jsm/cameras/CinematicCamera.js +209 -0
  308. package/examples/jsm/capabilities/WebGL.js +91 -0
  309. package/examples/jsm/capabilities/WebGPU.js +39 -0
  310. package/examples/jsm/controls/ArcballControls.js +3216 -0
  311. package/examples/jsm/controls/DragControls.js +220 -0
  312. package/examples/jsm/controls/FirstPersonControls.js +325 -0
  313. package/examples/jsm/controls/FlyControls.js +284 -0
  314. package/examples/jsm/controls/OrbitControls.js +1249 -0
  315. package/examples/jsm/controls/PointerLockControls.js +157 -0
  316. package/examples/jsm/controls/TrackballControls.js +814 -0
  317. package/examples/jsm/controls/TransformControls.js +1558 -0
  318. package/examples/jsm/csm/CSM.js +378 -0
  319. package/examples/jsm/csm/CSMFrustum.js +152 -0
  320. package/examples/jsm/csm/CSMHelper.js +193 -0
  321. package/examples/jsm/csm/CSMShader.js +251 -0
  322. package/examples/jsm/curves/CurveExtras.js +422 -0
  323. package/examples/jsm/curves/NURBSCurve.js +80 -0
  324. package/examples/jsm/curves/NURBSSurface.js +52 -0
  325. package/examples/jsm/curves/NURBSUtils.js +487 -0
  326. package/examples/jsm/effects/AnaglyphEffect.js +168 -0
  327. package/examples/jsm/effects/AsciiEffect.js +266 -0
  328. package/examples/jsm/effects/OutlineEffect.js +553 -0
  329. package/examples/jsm/effects/ParallaxBarrierEffect.js +116 -0
  330. package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
  331. package/examples/jsm/effects/StereoEffect.js +55 -0
  332. package/examples/jsm/environments/DebugEnvironment.js +52 -0
  333. package/examples/jsm/environments/RoomEnvironment.js +144 -0
  334. package/examples/jsm/exporters/ColladaExporter.js +713 -0
  335. package/examples/jsm/exporters/DRACOExporter.js +225 -0
  336. package/examples/jsm/exporters/EXRExporter.js +507 -0
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  1001. package/src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js +7 -0
  1002. package/src/renderers/shaders/ShaderChunk/color_fragment.glsl.js +11 -0
  1003. package/src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js +11 -0
  1004. package/src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js +11 -0
  1005. package/src/renderers/shaders/ShaderChunk/color_vertex.glsl.js +23 -0
  1006. package/src/renderers/shaders/ShaderChunk/common.glsl.js +118 -0
  1007. package/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js +191 -0
  1008. package/src/renderers/shaders/ShaderChunk/default_fragment.glsl.js +5 -0
  1009. package/src/renderers/shaders/ShaderChunk/default_vertex.glsl.js +5 -0
  1010. package/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js +36 -0
  1011. package/src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js +9 -0
  1012. package/src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl.js +7 -0
  1013. package/src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js +7 -0
  1014. package/src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl.js +20 -0
  1015. package/src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl.js +9 -0
  1016. package/src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js +7 -0
  1017. package/src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js +3 -0
  1018. package/src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl.js +11 -0
  1019. package/src/renderers/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.js +14 -0
  1020. package/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js +66 -0
  1021. package/src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js +21 -0
  1022. package/src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl.js +22 -0
  1023. package/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js +46 -0
  1024. package/src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js +37 -0
  1025. package/src/renderers/shaders/ShaderChunk/fog_fragment.glsl.js +17 -0
  1026. package/src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl.js +19 -0
  1027. package/src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl.js +7 -0
  1028. package/src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js +7 -0
  1029. package/src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js +27 -0
  1030. package/src/renderers/shaders/ShaderChunk/iridescence_fragment.glsl.js +121 -0
  1031. package/src/renderers/shaders/ShaderChunk/iridescence_pars_fragment.glsl.js +14 -0
  1032. package/src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js +10 -0
  1033. package/src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js +8 -0
  1034. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +199 -0
  1035. package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +13 -0
  1036. package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +32 -0
  1037. package/src/renderers/shaders/ShaderChunk/lights_lambert_fragment.glsl.js +5 -0
  1038. package/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +30 -0
  1039. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +223 -0
  1040. package/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js +7 -0
  1041. package/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +34 -0
  1042. package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +120 -0
  1043. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +264 -0
  1044. package/src/renderers/shaders/ShaderChunk/lights_toon_fragment.glsl.js +4 -0
  1045. package/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js +28 -0
  1046. package/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js +9 -0
  1047. package/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js +9 -0
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  1050. package/src/renderers/shaders/ShaderChunk/map_fragment.glsl.js +17 -0
  1051. package/src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl.js +7 -0
  1052. package/src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl.js +19 -0
  1053. package/src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl.js +19 -0
  1054. package/src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js +12 -0
  1055. package/src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.js +7 -0
  1056. package/src/renderers/shaders/ShaderChunk/morphcolor_vertex.glsl.js +24 -0
  1057. package/src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl.js +27 -0
  1058. package/src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js +38 -0
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  1061. package/src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js +41 -0
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  1066. package/src/renderers/shaders/ShaderChunk/output_fragment.glsl.js +12 -0
  1067. package/src/renderers/shaders/ShaderChunk/packing.glsl.js +54 -0
  1068. package/src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js +8 -0
  1069. package/src/renderers/shaders/ShaderChunk/project_vertex.glsl.js +13 -0
  1070. package/src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl.js +12 -0
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  1080. package/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js +14 -0
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  1084. package/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +36 -0
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  1096. package/src/renderers/shaders/ShaderLib/depth.glsl.js +92 -0
  1097. package/src/renderers/shaders/ShaderLib/distanceRGBA.glsl.js +73 -0
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  1100. package/src/renderers/shaders/ShaderLib/meshbasic.glsl.js +115 -0
  1101. package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +123 -0
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  1103. package/src/renderers/shaders/ShaderLib/meshnormal.glsl.js +82 -0
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  1108. package/src/renderers/shaders/ShaderLib/shadow.glsl.js +49 -0
  1109. package/src/renderers/shaders/ShaderLib/sprite.glsl.js +79 -0
  1110. package/src/renderers/shaders/ShaderLib/vsm.glsl.js +53 -0
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  1112. package/src/renderers/shaders/UniformsLib.js +218 -0
  1113. package/src/renderers/shaders/UniformsUtils.js +80 -0
  1114. package/src/renderers/webgl/WebGLAnimation.js +53 -0
  1115. package/src/renderers/webgl/WebGLAttributes.js +193 -0
  1116. package/src/renderers/webgl/WebGLBackground.js +228 -0
  1117. package/src/renderers/webgl/WebGLBindingStates.js +623 -0
  1118. package/src/renderers/webgl/WebGLBufferRenderer.js +61 -0
  1119. package/src/renderers/webgl/WebGLCapabilities.js +121 -0
  1120. package/src/renderers/webgl/WebGLClipping.js +167 -0
  1121. package/src/renderers/webgl/WebGLCubeMaps.js +99 -0
  1122. package/src/renderers/webgl/WebGLCubeUVMaps.js +130 -0
  1123. package/src/renderers/webgl/WebGLExtensions.js +96 -0
  1124. package/src/renderers/webgl/WebGLGeometries.js +195 -0
  1125. package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +71 -0
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  1127. package/src/renderers/webgl/WebGLLights.js +574 -0
  1128. package/src/renderers/webgl/WebGLMaterials.js +677 -0
  1129. package/src/renderers/webgl/WebGLMorphtargets.js +300 -0
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  1159. package/src/textures/VideoTexture.js +55 -0
  1160. package/src/utils.js +71 -0
@@ -0,0 +1,589 @@
1
+ ( function () {
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+
3
+ class OutlinePass extends THREE.Pass {
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+
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+ constructor( resolution, scene, camera, selectedObjects ) {
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+
7
+ super();
8
+ this.renderScene = scene;
9
+ this.renderCamera = camera;
10
+ this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
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+ this.visibleEdgeColor = new THREE.Color( 1, 1, 1 );
12
+ this.hiddenEdgeColor = new THREE.Color( 0.1, 0.04, 0.02 );
13
+ this.edgeGlow = 0.0;
14
+ this.usePatternTexture = false;
15
+ this.edgeThickness = 1.0;
16
+ this.edgeStrength = 3.0;
17
+ this.downSampleRatio = 2;
18
+ this.pulsePeriod = 0;
19
+ this._visibilityCache = new Map();
20
+ this.resolution = resolution !== undefined ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
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+ const resx = Math.round( this.resolution.x / this.downSampleRatio );
22
+ const resy = Math.round( this.resolution.y / this.downSampleRatio );
23
+ this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y );
24
+ this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
25
+ this.renderTargetMaskBuffer.texture.generateMipmaps = false;
26
+ this.depthMaterial = new THREE.MeshDepthMaterial();
27
+ this.depthMaterial.side = THREE.DoubleSide;
28
+ this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
29
+ this.depthMaterial.blending = THREE.NoBlending;
30
+ this.prepareMaskMaterial = this.getPrepareMaskMaterial();
31
+ this.prepareMaskMaterial.side = THREE.DoubleSide;
32
+ this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
33
+ this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y );
34
+ this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
35
+ this.renderTargetDepthBuffer.texture.generateMipmaps = false;
36
+ this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy );
37
+ this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
38
+ this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
39
+ this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy );
40
+ this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
41
+ this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
42
+ this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ) );
43
+ this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
44
+ this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
45
+ this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
46
+ this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget( resx, resy );
47
+ this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
48
+ this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
49
+ this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ) );
50
+ this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
51
+ this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
52
+ const MAX_EDGE_THICKNESS = 4;
53
+ const MAX_EDGE_GLOW = 4;
54
+ this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
55
+ this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
56
+ this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
57
+ this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
58
+ this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
59
+ this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW; // Overlay material
60
+
61
+ this.overlayMaterial = this.getOverlayMaterial(); // copy material
62
+
63
+ if ( THREE.CopyShader === undefined ) console.error( 'THREE.OutlinePass relies on THREE.CopyShader' );
64
+ const copyShader = THREE.CopyShader;
65
+ this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
66
+ this.copyUniforms[ 'opacity' ].value = 1.0;
67
+ this.materialCopy = new THREE.ShaderMaterial( {
68
+ uniforms: this.copyUniforms,
69
+ vertexShader: copyShader.vertexShader,
70
+ fragmentShader: copyShader.fragmentShader,
71
+ blending: THREE.NoBlending,
72
+ depthTest: false,
73
+ depthWrite: false,
74
+ transparent: true
75
+ } );
76
+ this.enabled = true;
77
+ this.needsSwap = false;
78
+ this._oldClearColor = new THREE.Color();
79
+ this.oldClearAlpha = 1;
80
+ this.fsQuad = new THREE.FullScreenQuad( null );
81
+ this.tempPulseColor1 = new THREE.Color();
82
+ this.tempPulseColor2 = new THREE.Color();
83
+ this.textureMatrix = new THREE.Matrix4();
84
+
85
+ function replaceDepthToViewZ( string, camera ) {
86
+
87
+ const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
88
+ return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
89
+
90
+ }
91
+
92
+ }
93
+
94
+ dispose() {
95
+
96
+ this.renderTargetMaskBuffer.dispose();
97
+ this.renderTargetDepthBuffer.dispose();
98
+ this.renderTargetMaskDownSampleBuffer.dispose();
99
+ this.renderTargetBlurBuffer1.dispose();
100
+ this.renderTargetBlurBuffer2.dispose();
101
+ this.renderTargetEdgeBuffer1.dispose();
102
+ this.renderTargetEdgeBuffer2.dispose();
103
+
104
+ }
105
+
106
+ setSize( width, height ) {
107
+
108
+ this.renderTargetMaskBuffer.setSize( width, height );
109
+ this.renderTargetDepthBuffer.setSize( width, height );
110
+ let resx = Math.round( width / this.downSampleRatio );
111
+ let resy = Math.round( height / this.downSampleRatio );
112
+ this.renderTargetMaskDownSampleBuffer.setSize( resx, resy );
113
+ this.renderTargetBlurBuffer1.setSize( resx, resy );
114
+ this.renderTargetEdgeBuffer1.setSize( resx, resy );
115
+ this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
116
+ resx = Math.round( resx / 2 );
117
+ resy = Math.round( resy / 2 );
118
+ this.renderTargetBlurBuffer2.setSize( resx, resy );
119
+ this.renderTargetEdgeBuffer2.setSize( resx, resy );
120
+ this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( resx, resy );
121
+
122
+ }
123
+
124
+ changeVisibilityOfSelectedObjects( bVisible ) {
125
+
126
+ const cache = this._visibilityCache;
127
+
128
+ function gatherSelectedMeshesCallBack( object ) {
129
+
130
+ if ( object.isMesh ) {
131
+
132
+ if ( bVisible === true ) {
133
+
134
+ object.visible = cache.get( object );
135
+
136
+ } else {
137
+
138
+ cache.set( object, object.visible );
139
+ object.visible = bVisible;
140
+
141
+ }
142
+
143
+ }
144
+
145
+ }
146
+
147
+ for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
148
+
149
+ const selectedObject = this.selectedObjects[ i ];
150
+ selectedObject.traverse( gatherSelectedMeshesCallBack );
151
+
152
+ }
153
+
154
+ }
155
+
156
+ changeVisibilityOfNonSelectedObjects( bVisible ) {
157
+
158
+ const cache = this._visibilityCache;
159
+ const selectedMeshes = [];
160
+
161
+ function gatherSelectedMeshesCallBack( object ) {
162
+
163
+ if ( object.isMesh ) selectedMeshes.push( object );
164
+
165
+ }
166
+
167
+ for ( let i = 0; i < this.selectedObjects.length; i ++ ) {
168
+
169
+ const selectedObject = this.selectedObjects[ i ];
170
+ selectedObject.traverse( gatherSelectedMeshesCallBack );
171
+
172
+ }
173
+
174
+ function VisibilityChangeCallBack( object ) {
175
+
176
+ if ( object.isMesh || object.isSprite ) {
177
+
178
+ // only meshes and sprites are supported by OutlinePass
179
+ let bFound = false;
180
+
181
+ for ( let i = 0; i < selectedMeshes.length; i ++ ) {
182
+
183
+ const selectedObjectId = selectedMeshes[ i ].id;
184
+
185
+ if ( selectedObjectId === object.id ) {
186
+
187
+ bFound = true;
188
+ break;
189
+
190
+ }
191
+
192
+ }
193
+
194
+ if ( bFound === false ) {
195
+
196
+ const visibility = object.visible;
197
+
198
+ if ( bVisible === false || cache.get( object ) === true ) {
199
+
200
+ object.visible = bVisible;
201
+
202
+ }
203
+
204
+ cache.set( object, visibility );
205
+
206
+ }
207
+
208
+ } else if ( object.isPoints || object.isLine ) {
209
+
210
+ // the visibilty of points and lines is always set to false in order to
211
+ // not affect the outline computation
212
+ if ( bVisible === true ) {
213
+
214
+ object.visible = cache.get( object ); // restore
215
+
216
+ } else {
217
+
218
+ cache.set( object, object.visible );
219
+ object.visible = bVisible;
220
+
221
+ }
222
+
223
+ }
224
+
225
+ }
226
+
227
+ this.renderScene.traverse( VisibilityChangeCallBack );
228
+
229
+ }
230
+
231
+ updateTextureMatrix() {
232
+
233
+ this.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 );
234
+ this.textureMatrix.multiply( this.renderCamera.projectionMatrix );
235
+ this.textureMatrix.multiply( this.renderCamera.matrixWorldInverse );
236
+
237
+ }
238
+
239
+ render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
240
+
241
+ if ( this.selectedObjects.length > 0 ) {
242
+
243
+ renderer.getClearColor( this._oldClearColor );
244
+ this.oldClearAlpha = renderer.getClearAlpha();
245
+ const oldAutoClear = renderer.autoClear;
246
+ renderer.autoClear = false;
247
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
248
+ renderer.setClearColor( 0xffffff, 1 ); // Make selected objects invisible
249
+
250
+ this.changeVisibilityOfSelectedObjects( false );
251
+ const currentBackground = this.renderScene.background;
252
+ this.renderScene.background = null; // 1. Draw Non Selected objects in the depth buffer
253
+
254
+ this.renderScene.overrideMaterial = this.depthMaterial;
255
+ renderer.setRenderTarget( this.renderTargetDepthBuffer );
256
+ renderer.clear();
257
+ renderer.render( this.renderScene, this.renderCamera ); // Make selected objects visible
258
+
259
+ this.changeVisibilityOfSelectedObjects( true );
260
+
261
+ this._visibilityCache.clear(); // Update Texture Matrix for Depth compare
262
+
263
+
264
+ this.updateTextureMatrix(); // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
265
+
266
+ this.changeVisibilityOfNonSelectedObjects( false );
267
+ this.renderScene.overrideMaterial = this.prepareMaskMaterial;
268
+ this.prepareMaskMaterial.uniforms[ 'cameraNearFar' ].value.set( this.renderCamera.near, this.renderCamera.far );
269
+ this.prepareMaskMaterial.uniforms[ 'depthTexture' ].value = this.renderTargetDepthBuffer.texture;
270
+ this.prepareMaskMaterial.uniforms[ 'textureMatrix' ].value = this.textureMatrix;
271
+ renderer.setRenderTarget( this.renderTargetMaskBuffer );
272
+ renderer.clear();
273
+ renderer.render( this.renderScene, this.renderCamera );
274
+ this.renderScene.overrideMaterial = null;
275
+ this.changeVisibilityOfNonSelectedObjects( true );
276
+
277
+ this._visibilityCache.clear();
278
+
279
+ this.renderScene.background = currentBackground; // 2. Downsample to Half resolution
280
+
281
+ this.fsQuad.material = this.materialCopy;
282
+ this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetMaskBuffer.texture;
283
+ renderer.setRenderTarget( this.renderTargetMaskDownSampleBuffer );
284
+ renderer.clear();
285
+ this.fsQuad.render( renderer );
286
+ this.tempPulseColor1.copy( this.visibleEdgeColor );
287
+ this.tempPulseColor2.copy( this.hiddenEdgeColor );
288
+
289
+ if ( this.pulsePeriod > 0 ) {
290
+
291
+ const scalar = ( 1 + 0.25 ) / 2 + Math.cos( performance.now() * 0.01 / this.pulsePeriod ) * ( 1.0 - 0.25 ) / 2;
292
+ this.tempPulseColor1.multiplyScalar( scalar );
293
+ this.tempPulseColor2.multiplyScalar( scalar );
294
+
295
+ } // 3. Apply Edge Detection THREE.Pass
296
+
297
+
298
+ this.fsQuad.material = this.edgeDetectionMaterial;
299
+ this.edgeDetectionMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskDownSampleBuffer.texture;
300
+ this.edgeDetectionMaterial.uniforms[ 'texSize' ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height );
301
+ this.edgeDetectionMaterial.uniforms[ 'visibleEdgeColor' ].value = this.tempPulseColor1;
302
+ this.edgeDetectionMaterial.uniforms[ 'hiddenEdgeColor' ].value = this.tempPulseColor2;
303
+ renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
304
+ renderer.clear();
305
+ this.fsQuad.render( renderer ); // 4. Apply Blur on Half res
306
+
307
+ this.fsQuad.material = this.separableBlurMaterial1;
308
+ this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
309
+ this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
310
+ this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = this.edgeThickness;
311
+ renderer.setRenderTarget( this.renderTargetBlurBuffer1 );
312
+ renderer.clear();
313
+ this.fsQuad.render( renderer );
314
+ this.separableBlurMaterial1.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer1.texture;
315
+ this.separableBlurMaterial1.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
316
+ renderer.setRenderTarget( this.renderTargetEdgeBuffer1 );
317
+ renderer.clear();
318
+ this.fsQuad.render( renderer ); // Apply Blur on quarter res
319
+
320
+ this.fsQuad.material = this.separableBlurMaterial2;
321
+ this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetEdgeBuffer1.texture;
322
+ this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionX;
323
+ renderer.setRenderTarget( this.renderTargetBlurBuffer2 );
324
+ renderer.clear();
325
+ this.fsQuad.render( renderer );
326
+ this.separableBlurMaterial2.uniforms[ 'colorTexture' ].value = this.renderTargetBlurBuffer2.texture;
327
+ this.separableBlurMaterial2.uniforms[ 'direction' ].value = OutlinePass.BlurDirectionY;
328
+ renderer.setRenderTarget( this.renderTargetEdgeBuffer2 );
329
+ renderer.clear();
330
+ this.fsQuad.render( renderer ); // Blend it additively over the input texture
331
+
332
+ this.fsQuad.material = this.overlayMaterial;
333
+ this.overlayMaterial.uniforms[ 'maskTexture' ].value = this.renderTargetMaskBuffer.texture;
334
+ this.overlayMaterial.uniforms[ 'edgeTexture1' ].value = this.renderTargetEdgeBuffer1.texture;
335
+ this.overlayMaterial.uniforms[ 'edgeTexture2' ].value = this.renderTargetEdgeBuffer2.texture;
336
+ this.overlayMaterial.uniforms[ 'patternTexture' ].value = this.patternTexture;
337
+ this.overlayMaterial.uniforms[ 'edgeStrength' ].value = this.edgeStrength;
338
+ this.overlayMaterial.uniforms[ 'edgeGlow' ].value = this.edgeGlow;
339
+ this.overlayMaterial.uniforms[ 'usePatternTexture' ].value = this.usePatternTexture;
340
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
341
+ renderer.setRenderTarget( readBuffer );
342
+ this.fsQuad.render( renderer );
343
+ renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
344
+ renderer.autoClear = oldAutoClear;
345
+
346
+ }
347
+
348
+ if ( this.renderToScreen ) {
349
+
350
+ this.fsQuad.material = this.materialCopy;
351
+ this.copyUniforms[ 'tDiffuse' ].value = readBuffer.texture;
352
+ renderer.setRenderTarget( null );
353
+ this.fsQuad.render( renderer );
354
+
355
+ }
356
+
357
+ }
358
+
359
+ getPrepareMaskMaterial() {
360
+
361
+ return new THREE.ShaderMaterial( {
362
+ uniforms: {
363
+ 'depthTexture': {
364
+ value: null
365
+ },
366
+ 'cameraNearFar': {
367
+ value: new THREE.Vector2( 0.5, 0.5 )
368
+ },
369
+ 'textureMatrix': {
370
+ value: null
371
+ }
372
+ },
373
+ vertexShader: `#include <morphtarget_pars_vertex>
374
+ #include <skinning_pars_vertex>
375
+
376
+ varying vec4 projTexCoord;
377
+ varying vec4 vPosition;
378
+ uniform mat4 textureMatrix;
379
+
380
+ void main() {
381
+
382
+ #include <skinbase_vertex>
383
+ #include <begin_vertex>
384
+ #include <morphtarget_vertex>
385
+ #include <skinning_vertex>
386
+ #include <project_vertex>
387
+ #include <worldpos_vertex>
388
+
389
+ vPosition = mvPosition;
390
+ projTexCoord = textureMatrix * worldPosition;
391
+
392
+ }`,
393
+ fragmentShader: `#include <packing>
394
+ varying vec4 vPosition;
395
+ varying vec4 projTexCoord;
396
+ uniform sampler2D depthTexture;
397
+ uniform vec2 cameraNearFar;
398
+
399
+ void main() {
400
+
401
+ float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));
402
+ float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );
403
+ float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;
404
+ gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);
405
+
406
+ }`
407
+ } );
408
+
409
+ }
410
+
411
+ getEdgeDetectionMaterial() {
412
+
413
+ return new THREE.ShaderMaterial( {
414
+ uniforms: {
415
+ 'maskTexture': {
416
+ value: null
417
+ },
418
+ 'texSize': {
419
+ value: new THREE.Vector2( 0.5, 0.5 )
420
+ },
421
+ 'visibleEdgeColor': {
422
+ value: new THREE.Vector3( 1.0, 1.0, 1.0 )
423
+ },
424
+ 'hiddenEdgeColor': {
425
+ value: new THREE.Vector3( 1.0, 1.0, 1.0 )
426
+ }
427
+ },
428
+ vertexShader: `varying vec2 vUv;
429
+
430
+ void main() {
431
+ vUv = uv;
432
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
433
+ }`,
434
+ fragmentShader: `varying vec2 vUv;
435
+
436
+ uniform sampler2D maskTexture;
437
+ uniform vec2 texSize;
438
+ uniform vec3 visibleEdgeColor;
439
+ uniform vec3 hiddenEdgeColor;
440
+
441
+ void main() {
442
+ vec2 invSize = 1.0 / texSize;
443
+ vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);
444
+ vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);
445
+ vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);
446
+ vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);
447
+ vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);
448
+ float diff1 = (c1.r - c2.r)*0.5;
449
+ float diff2 = (c3.r - c4.r)*0.5;
450
+ float d = length( vec2(diff1, diff2) );
451
+ float a1 = min(c1.g, c2.g);
452
+ float a2 = min(c3.g, c4.g);
453
+ float visibilityFactor = min(a1, a2);
454
+ vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;
455
+ gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);
456
+ }`
457
+ } );
458
+
459
+ }
460
+
461
+ getSeperableBlurMaterial( maxRadius ) {
462
+
463
+ return new THREE.ShaderMaterial( {
464
+ defines: {
465
+ 'MAX_RADIUS': maxRadius
466
+ },
467
+ uniforms: {
468
+ 'colorTexture': {
469
+ value: null
470
+ },
471
+ 'texSize': {
472
+ value: new THREE.Vector2( 0.5, 0.5 )
473
+ },
474
+ 'direction': {
475
+ value: new THREE.Vector2( 0.5, 0.5 )
476
+ },
477
+ 'kernelRadius': {
478
+ value: 1.0
479
+ }
480
+ },
481
+ vertexShader: `varying vec2 vUv;
482
+
483
+ void main() {
484
+ vUv = uv;
485
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
486
+ }`,
487
+ fragmentShader: `#include <common>
488
+ varying vec2 vUv;
489
+ uniform sampler2D colorTexture;
490
+ uniform vec2 texSize;
491
+ uniform vec2 direction;
492
+ uniform float kernelRadius;
493
+
494
+ float gaussianPdf(in float x, in float sigma) {
495
+ return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
496
+ }
497
+
498
+ void main() {
499
+ vec2 invSize = 1.0 / texSize;
500
+ float sigma = kernelRadius/2.0;
501
+ float weightSum = gaussianPdf(0.0, sigma);
502
+ vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;
503
+ vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);
504
+ vec2 uvOffset = delta;
505
+ for( int i = 1; i <= MAX_RADIUS; i ++ ) {
506
+ float x = kernelRadius * float(i) / float(MAX_RADIUS);
507
+ float w = gaussianPdf(x, sigma);
508
+ vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);
509
+ vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);
510
+ diffuseSum += ((sample1 + sample2) * w);
511
+ weightSum += (2.0 * w);
512
+ uvOffset += delta;
513
+ }
514
+ gl_FragColor = diffuseSum/weightSum;
515
+ }`
516
+ } );
517
+
518
+ }
519
+
520
+ getOverlayMaterial() {
521
+
522
+ return new THREE.ShaderMaterial( {
523
+ uniforms: {
524
+ 'maskTexture': {
525
+ value: null
526
+ },
527
+ 'edgeTexture1': {
528
+ value: null
529
+ },
530
+ 'edgeTexture2': {
531
+ value: null
532
+ },
533
+ 'patternTexture': {
534
+ value: null
535
+ },
536
+ 'edgeStrength': {
537
+ value: 1.0
538
+ },
539
+ 'edgeGlow': {
540
+ value: 1.0
541
+ },
542
+ 'usePatternTexture': {
543
+ value: 0.0
544
+ }
545
+ },
546
+ vertexShader: `varying vec2 vUv;
547
+
548
+ void main() {
549
+ vUv = uv;
550
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
551
+ }`,
552
+ fragmentShader: `varying vec2 vUv;
553
+
554
+ uniform sampler2D maskTexture;
555
+ uniform sampler2D edgeTexture1;
556
+ uniform sampler2D edgeTexture2;
557
+ uniform sampler2D patternTexture;
558
+ uniform float edgeStrength;
559
+ uniform float edgeGlow;
560
+ uniform bool usePatternTexture;
561
+
562
+ void main() {
563
+ vec4 edgeValue1 = texture2D(edgeTexture1, vUv);
564
+ vec4 edgeValue2 = texture2D(edgeTexture2, vUv);
565
+ vec4 maskColor = texture2D(maskTexture, vUv);
566
+ vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);
567
+ float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;
568
+ vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;
569
+ vec4 finalColor = edgeStrength * maskColor.r * edgeValue;
570
+ if(usePatternTexture)
571
+ finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);
572
+ gl_FragColor = finalColor;
573
+ }`,
574
+ blending: THREE.AdditiveBlending,
575
+ depthTest: false,
576
+ depthWrite: false,
577
+ transparent: true
578
+ } );
579
+
580
+ }
581
+
582
+ }
583
+
584
+ OutlinePass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
585
+ OutlinePass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
586
+
587
+ THREE.OutlinePass = OutlinePass;
588
+
589
+ } )();
@@ -0,0 +1,75 @@
1
+ ( function () {
2
+
3
+ class Pass {
4
+
5
+ constructor() {
6
+
7
+ // if set to true, the pass is processed by the composer
8
+ this.enabled = true; // if set to true, the pass indicates to swap read and write buffer after rendering
9
+
10
+ this.needsSwap = true; // if set to true, the pass clears its buffer before rendering
11
+
12
+ this.clear = false; // if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
13
+
14
+ this.renderToScreen = false;
15
+
16
+ }
17
+
18
+ setSize() {}
19
+
20
+ render() {
21
+
22
+ console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
23
+
24
+ }
25
+
26
+ } // Helper for passes that need to fill the viewport with a single quad.
27
+
28
+
29
+ const _camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); // https://github.com/mrdoob/three.js/pull/21358
30
+
31
+
32
+ const _geometry = new THREE.BufferGeometry();
33
+
34
+ _geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
35
+
36
+ _geometry.setAttribute( 'uv', new THREE.Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
37
+
38
+ class FullScreenQuad {
39
+
40
+ constructor( material ) {
41
+
42
+ this._mesh = new THREE.Mesh( _geometry, material );
43
+
44
+ }
45
+
46
+ dispose() {
47
+
48
+ this._mesh.geometry.dispose();
49
+
50
+ }
51
+
52
+ render( renderer ) {
53
+
54
+ renderer.render( this._mesh, _camera );
55
+
56
+ }
57
+
58
+ get material() {
59
+
60
+ return this._mesh.material;
61
+
62
+ }
63
+
64
+ set material( value ) {
65
+
66
+ this._mesh.material = value;
67
+
68
+ }
69
+
70
+ }
71
+
72
+ THREE.FullScreenQuad = FullScreenQuad;
73
+ THREE.Pass = Pass;
74
+
75
+ } )();