@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
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  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
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  1017. package/src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js +3 -0
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  1019. package/src/renderers/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.js +14 -0
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  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
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  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
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  1050. package/src/renderers/shaders/ShaderChunk/map_fragment.glsl.js +17 -0
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  1054. package/src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js +12 -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
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  1076. package/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js +10 -0
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  1082. package/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js +7 -0
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  1098. package/src/renderers/shaders/ShaderLib/equirect.glsl.js +35 -0
  1099. package/src/renderers/shaders/ShaderLib/linedashed.glsl.js +70 -0
  1100. package/src/renderers/shaders/ShaderLib/meshbasic.glsl.js +115 -0
  1101. package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +123 -0
  1102. package/src/renderers/shaders/ShaderLib/meshmatcap.glsl.js +107 -0
  1103. package/src/renderers/shaders/ShaderLib/meshnormal.glsl.js +82 -0
  1104. package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +125 -0
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  1106. package/src/renderers/shaders/ShaderLib/meshtoon.glsl.js +117 -0
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  1113. package/src/renderers/shaders/UniformsUtils.js +80 -0
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  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
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  1128. package/src/renderers/webgl/WebGLMaterials.js +677 -0
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  1160. package/src/utils.js +71 -0
@@ -0,0 +1,65 @@
1
+ ( function () {
2
+
3
+ /**
4
+ * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
5
+ * - based on Nvidia example
6
+ * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
7
+ */
8
+ const BleachBypassShader = {
9
+ uniforms: {
10
+ 'tDiffuse': {
11
+ value: null
12
+ },
13
+ 'opacity': {
14
+ value: 1.0
15
+ }
16
+ },
17
+ vertexShader:
18
+ /* glsl */
19
+ `
20
+
21
+ varying vec2 vUv;
22
+
23
+ void main() {
24
+
25
+ vUv = uv;
26
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
27
+
28
+ }`,
29
+ fragmentShader:
30
+ /* glsl */
31
+ `
32
+
33
+ uniform float opacity;
34
+
35
+ uniform sampler2D tDiffuse;
36
+
37
+ varying vec2 vUv;
38
+
39
+ void main() {
40
+
41
+ vec4 base = texture2D( tDiffuse, vUv );
42
+
43
+ vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );
44
+ float lum = dot( lumCoeff, base.rgb );
45
+ vec3 blend = vec3( lum );
46
+
47
+ float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
48
+
49
+ vec3 result1 = 2.0 * base.rgb * blend;
50
+ vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
51
+
52
+ vec3 newColor = mix( result1, result2, L );
53
+
54
+ float A2 = opacity * base.a;
55
+ vec3 mixRGB = A2 * newColor.rgb;
56
+ mixRGB += ( ( 1.0 - A2 ) * base.rgb );
57
+
58
+ gl_FragColor = vec4( mixRGB, base.a );
59
+
60
+ }`
61
+ };
62
+
63
+ THREE.BleachBypassShader = BleachBypassShader;
64
+
65
+ } )();
@@ -0,0 +1,57 @@
1
+ ( function () {
2
+
3
+ /**
4
+ * Blend two textures
5
+ */
6
+ const BlendShader = {
7
+ uniforms: {
8
+ 'tDiffuse1': {
9
+ value: null
10
+ },
11
+ 'tDiffuse2': {
12
+ value: null
13
+ },
14
+ 'mixRatio': {
15
+ value: 0.5
16
+ },
17
+ 'opacity': {
18
+ value: 1.0
19
+ }
20
+ },
21
+ vertexShader:
22
+ /* glsl */
23
+ `
24
+
25
+ varying vec2 vUv;
26
+
27
+ void main() {
28
+
29
+ vUv = uv;
30
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
31
+
32
+ }`,
33
+ fragmentShader:
34
+ /* glsl */
35
+ `
36
+
37
+ uniform float opacity;
38
+ uniform float mixRatio;
39
+
40
+ uniform sampler2D tDiffuse1;
41
+ uniform sampler2D tDiffuse2;
42
+
43
+ varying vec2 vUv;
44
+
45
+ void main() {
46
+
47
+ vec4 texel1 = texture2D( tDiffuse1, vUv );
48
+ vec4 texel2 = texture2D( tDiffuse2, vUv );
49
+ gl_FragColor = mix( texel1, texel2, mixRatio );
50
+ gl_FragColor.a *= opacity;
51
+
52
+ }`
53
+ };
54
+
55
+ THREE.BlendShader = BlendShader;
56
+
57
+ } )();
@@ -0,0 +1,159 @@
1
+ ( function () {
2
+
3
+ /**
4
+ * Depth-of-field shader with bokeh
5
+ * ported from GLSL shader by Martins Upitis
6
+ * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
7
+ */
8
+ const BokehShader = {
9
+ defines: {
10
+ 'DEPTH_PACKING': 1,
11
+ 'PERSPECTIVE_CAMERA': 1
12
+ },
13
+ uniforms: {
14
+ 'tColor': {
15
+ value: null
16
+ },
17
+ 'tDepth': {
18
+ value: null
19
+ },
20
+ 'focus': {
21
+ value: 1.0
22
+ },
23
+ 'aspect': {
24
+ value: 1.0
25
+ },
26
+ 'aperture': {
27
+ value: 0.025
28
+ },
29
+ 'maxblur': {
30
+ value: 0.01
31
+ },
32
+ 'nearClip': {
33
+ value: 1.0
34
+ },
35
+ 'farClip': {
36
+ value: 1000.0
37
+ }
38
+ },
39
+ vertexShader:
40
+ /* glsl */
41
+ `
42
+
43
+ varying vec2 vUv;
44
+
45
+ void main() {
46
+
47
+ vUv = uv;
48
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
49
+
50
+ }`,
51
+ fragmentShader:
52
+ /* glsl */
53
+ `
54
+
55
+ #include <common>
56
+
57
+ varying vec2 vUv;
58
+
59
+ uniform sampler2D tColor;
60
+ uniform sampler2D tDepth;
61
+
62
+ uniform float maxblur; // max blur amount
63
+ uniform float aperture; // aperture - bigger values for shallower depth of field
64
+
65
+ uniform float nearClip;
66
+ uniform float farClip;
67
+
68
+ uniform float focus;
69
+ uniform float aspect;
70
+
71
+ #include <packing>
72
+
73
+ float getDepth( const in vec2 screenPosition ) {
74
+ #if DEPTH_PACKING == 1
75
+ return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
76
+ #else
77
+ return texture2D( tDepth, screenPosition ).x;
78
+ #endif
79
+ }
80
+
81
+ float getViewZ( const in float depth ) {
82
+ #if PERSPECTIVE_CAMERA == 1
83
+ return perspectiveDepthToViewZ( depth, nearClip, farClip );
84
+ #else
85
+ return orthographicDepthToViewZ( depth, nearClip, farClip );
86
+ #endif
87
+ }
88
+
89
+
90
+ void main() {
91
+
92
+ vec2 aspectcorrect = vec2( 1.0, aspect );
93
+
94
+ float viewZ = getViewZ( getDepth( vUv ) );
95
+
96
+ float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation
97
+
98
+ vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );
99
+
100
+ vec2 dofblur9 = dofblur * 0.9;
101
+ vec2 dofblur7 = dofblur * 0.7;
102
+ vec2 dofblur4 = dofblur * 0.4;
103
+
104
+ vec4 col = vec4( 0.0 );
105
+
106
+ col += texture2D( tColor, vUv.xy );
107
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );
108
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );
109
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );
110
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );
111
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );
112
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );
113
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );
114
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );
115
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );
116
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );
117
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );
118
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );
119
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );
120
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );
121
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );
122
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );
123
+
124
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
125
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
126
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
127
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
128
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
129
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
130
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
131
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
132
+
133
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
134
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );
135
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
136
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );
137
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
138
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );
139
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
140
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );
141
+
142
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
143
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
144
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
145
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );
146
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
147
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
148
+ col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
149
+ col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );
150
+
151
+ gl_FragColor = col / 41.0;
152
+ gl_FragColor.a = 1.0;
153
+
154
+ }`
155
+ };
156
+
157
+ THREE.BokehShader = BokehShader;
158
+
159
+ } )();
@@ -0,0 +1,428 @@
1
+ ( function () {
2
+
3
+ /**
4
+ * Depth-of-field shader with bokeh
5
+ * ported from GLSL shader by Martins Upitis
6
+ * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
7
+ *
8
+ * Requires #define RINGS and SAMPLES integers
9
+ */
10
+
11
+ const BokehShader = {
12
+ uniforms: {
13
+ 'textureWidth': {
14
+ value: 1.0
15
+ },
16
+ 'textureHeight': {
17
+ value: 1.0
18
+ },
19
+ 'focalDepth': {
20
+ value: 1.0
21
+ },
22
+ 'focalLength': {
23
+ value: 24.0
24
+ },
25
+ 'fstop': {
26
+ value: 0.9
27
+ },
28
+ 'tColor': {
29
+ value: null
30
+ },
31
+ 'tDepth': {
32
+ value: null
33
+ },
34
+ 'maxblur': {
35
+ value: 1.0
36
+ },
37
+ 'showFocus': {
38
+ value: 0
39
+ },
40
+ 'manualdof': {
41
+ value: 0
42
+ },
43
+ 'vignetting': {
44
+ value: 0
45
+ },
46
+ 'depthblur': {
47
+ value: 0
48
+ },
49
+ 'threshold': {
50
+ value: 0.5
51
+ },
52
+ 'gain': {
53
+ value: 2.0
54
+ },
55
+ 'bias': {
56
+ value: 0.5
57
+ },
58
+ 'fringe': {
59
+ value: 0.7
60
+ },
61
+ 'znear': {
62
+ value: 0.1
63
+ },
64
+ 'zfar': {
65
+ value: 100
66
+ },
67
+ 'noise': {
68
+ value: 1
69
+ },
70
+ 'dithering': {
71
+ value: 0.0001
72
+ },
73
+ 'pentagon': {
74
+ value: 0
75
+ },
76
+ 'shaderFocus': {
77
+ value: 1
78
+ },
79
+ 'focusCoords': {
80
+ value: new THREE.Vector2()
81
+ }
82
+ },
83
+ vertexShader:
84
+ /* glsl */
85
+ `
86
+
87
+ varying vec2 vUv;
88
+
89
+ void main() {
90
+
91
+ vUv = uv;
92
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
93
+
94
+ }`,
95
+ fragmentShader:
96
+ /* glsl */
97
+ `
98
+
99
+ #include <common>
100
+
101
+ varying vec2 vUv;
102
+
103
+ uniform sampler2D tColor;
104
+ uniform sampler2D tDepth;
105
+ uniform float textureWidth;
106
+ uniform float textureHeight;
107
+
108
+ uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
109
+ uniform float focalLength; //focal length in mm
110
+ uniform float fstop; //f-stop value
111
+ uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
112
+
113
+ /*
114
+ make sure that these two values are the same for your camera, otherwise distances will be wrong.
115
+ */
116
+
117
+ uniform float znear; // camera clipping start
118
+ uniform float zfar; // camera clipping end
119
+
120
+ //------------------------------------------
121
+ //user variables
122
+
123
+ const int samples = SAMPLES; //samples on the first ring
124
+ const int rings = RINGS; //ring count
125
+
126
+ const int maxringsamples = rings * samples;
127
+
128
+ uniform bool manualdof; // manual dof calculation
129
+ float ndofstart = 1.0; // near dof blur start
130
+ float ndofdist = 2.0; // near dof blur falloff distance
131
+ float fdofstart = 1.0; // far dof blur start
132
+ float fdofdist = 3.0; // far dof blur falloff distance
133
+
134
+ float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
135
+
136
+ uniform bool vignetting; // use optical lens vignetting
137
+
138
+ float vignout = 1.3; // vignetting outer border
139
+ float vignin = 0.0; // vignetting inner border
140
+ float vignfade = 22.0; // f-stops till vignete fades
141
+
142
+ uniform bool shaderFocus;
143
+ // disable if you use external focalDepth value
144
+
145
+ uniform vec2 focusCoords;
146
+ // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
147
+ // if center of screen use vec2(0.5, 0.5);
148
+
149
+ uniform float maxblur;
150
+ //clamp value of max blur (0.0 = no blur, 1.0 default)
151
+
152
+ uniform float threshold; // highlight threshold;
153
+ uniform float gain; // highlight gain;
154
+
155
+ uniform float bias; // bokeh edge bias
156
+ uniform float fringe; // bokeh chromatic aberration / fringing
157
+
158
+ uniform bool noise; //use noise instead of pattern for sample dithering
159
+
160
+ uniform float dithering;
161
+
162
+ uniform bool depthblur; // blur the depth buffer
163
+ float dbsize = 1.25; // depth blur size
164
+
165
+ /*
166
+ next part is experimental
167
+ not looking good with small sample and ring count
168
+ looks okay starting from samples = 4, rings = 4
169
+ */
170
+
171
+ uniform bool pentagon; //use pentagon as bokeh shape?
172
+ float feather = 0.4; //pentagon shape feather
173
+
174
+ //------------------------------------------
175
+
176
+ float penta(vec2 coords) {
177
+ //pentagonal shape
178
+ float scale = float(rings) - 1.3;
179
+ vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
180
+ vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
181
+ vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
182
+ vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
183
+ vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
184
+ vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
185
+
186
+ vec4 one = vec4( 1.0 );
187
+
188
+ vec4 P = vec4((coords),vec2(scale, scale));
189
+
190
+ vec4 dist = vec4(0.0);
191
+ float inorout = -4.0;
192
+
193
+ dist.x = dot( P, HS0 );
194
+ dist.y = dot( P, HS1 );
195
+ dist.z = dot( P, HS2 );
196
+ dist.w = dot( P, HS3 );
197
+
198
+ dist = smoothstep( -feather, feather, dist );
199
+
200
+ inorout += dot( dist, one );
201
+
202
+ dist.x = dot( P, HS4 );
203
+ dist.y = HS5.w - abs( P.z );
204
+
205
+ dist = smoothstep( -feather, feather, dist );
206
+ inorout += dist.x;
207
+
208
+ return clamp( inorout, 0.0, 1.0 );
209
+ }
210
+
211
+ float bdepth(vec2 coords) {
212
+ // Depth buffer blur
213
+ float d = 0.0;
214
+ float kernel[9];
215
+ vec2 offset[9];
216
+
217
+ vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
218
+
219
+ offset[0] = vec2(-wh.x,-wh.y);
220
+ offset[1] = vec2( 0.0, -wh.y);
221
+ offset[2] = vec2( wh.x -wh.y);
222
+
223
+ offset[3] = vec2(-wh.x, 0.0);
224
+ offset[4] = vec2( 0.0, 0.0);
225
+ offset[5] = vec2( wh.x, 0.0);
226
+
227
+ offset[6] = vec2(-wh.x, wh.y);
228
+ offset[7] = vec2( 0.0, wh.y);
229
+ offset[8] = vec2( wh.x, wh.y);
230
+
231
+ kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
232
+ kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
233
+ kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
234
+
235
+
236
+ for( int i=0; i<9; i++ ) {
237
+ float tmp = texture2D(tDepth, coords + offset[i]).r;
238
+ d += tmp * kernel[i];
239
+ }
240
+
241
+ return d;
242
+ }
243
+
244
+
245
+ vec3 color(vec2 coords,float blur) {
246
+ //processing the sample
247
+
248
+ vec3 col = vec3(0.0);
249
+ vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
250
+
251
+ col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
252
+ col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
253
+ col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
254
+
255
+ vec3 lumcoeff = vec3(0.299,0.587,0.114);
256
+ float lum = dot(col.rgb, lumcoeff);
257
+ float thresh = max((lum-threshold)*gain, 0.0);
258
+ return col+mix(vec3(0.0),col,thresh*blur);
259
+ }
260
+
261
+ vec3 debugFocus(vec3 col, float blur, float depth) {
262
+ float edge = 0.002*depth; //distance based edge smoothing
263
+ float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
264
+ float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
265
+
266
+ col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
267
+ col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
268
+
269
+ return col;
270
+ }
271
+
272
+ float linearize(float depth) {
273
+ return -zfar * znear / (depth * (zfar - znear) - zfar);
274
+ }
275
+
276
+ float vignette() {
277
+ float dist = distance(vUv.xy, vec2(0.5,0.5));
278
+ dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
279
+ return clamp(dist,0.0,1.0);
280
+ }
281
+
282
+ float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
283
+ float rings2 = float(rings);
284
+ float step = PI*2.0 / float(ringsamples);
285
+ float pw = cos(j*step)*i;
286
+ float ph = sin(j*step)*i;
287
+ float p = 1.0;
288
+ if (pentagon) {
289
+ p = penta(vec2(pw,ph));
290
+ }
291
+ col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
292
+ return 1.0 * mix(1.0, i /rings2, bias) * p;
293
+ }
294
+
295
+ void main() {
296
+ //scene depth calculation
297
+
298
+ float depth = linearize(texture2D(tDepth,vUv.xy).x);
299
+
300
+ // Blur depth?
301
+ if ( depthblur ) {
302
+ depth = linearize(bdepth(vUv.xy));
303
+ }
304
+
305
+ //focal plane calculation
306
+
307
+ float fDepth = focalDepth;
308
+
309
+ if (shaderFocus) {
310
+
311
+ fDepth = linearize(texture2D(tDepth,focusCoords).x);
312
+
313
+ }
314
+
315
+ // dof blur factor calculation
316
+
317
+ float blur = 0.0;
318
+
319
+ if (manualdof) {
320
+ float a = depth-fDepth; // Focal plane
321
+ float b = (a-fdofstart)/fdofdist; // Far DoF
322
+ float c = (-a-ndofstart)/ndofdist; // Near Dof
323
+ blur = (a>0.0) ? b : c;
324
+ } else {
325
+ float f = focalLength; // focal length in mm
326
+ float d = fDepth*1000.0; // focal plane in mm
327
+ float o = depth*1000.0; // depth in mm
328
+
329
+ float a = (o*f)/(o-f);
330
+ float b = (d*f)/(d-f);
331
+ float c = (d-f)/(d*fstop*CoC);
332
+
333
+ blur = abs(a-b)*c;
334
+ }
335
+
336
+ blur = clamp(blur,0.0,1.0);
337
+
338
+ // calculation of pattern for dithering
339
+
340
+ vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
341
+
342
+ // getting blur x and y step factor
343
+
344
+ float w = (1.0/textureWidth)*blur*maxblur+noise.x;
345
+ float h = (1.0/textureHeight)*blur*maxblur+noise.y;
346
+
347
+ // calculation of final color
348
+
349
+ vec3 col = vec3(0.0);
350
+
351
+ if(blur < 0.05) {
352
+ //some optimization thingy
353
+ col = texture2D(tColor, vUv.xy).rgb;
354
+ } else {
355
+ col = texture2D(tColor, vUv.xy).rgb;
356
+ float s = 1.0;
357
+ int ringsamples;
358
+
359
+ for (int i = 1; i <= rings; i++) {
360
+ /*unboxstart*/
361
+ ringsamples = i * samples;
362
+
363
+ for (int j = 0 ; j < maxringsamples ; j++) {
364
+ if (j >= ringsamples) break;
365
+ s += gather(float(i), float(j), ringsamples, col, w, h, blur);
366
+ }
367
+ /*unboxend*/
368
+ }
369
+
370
+ col /= s; //divide by sample count
371
+ }
372
+
373
+ if (showFocus) {
374
+ col = debugFocus(col, blur, depth);
375
+ }
376
+
377
+ if (vignetting) {
378
+ col *= vignette();
379
+ }
380
+
381
+ gl_FragColor.rgb = col;
382
+ gl_FragColor.a = 1.0;
383
+ }`
384
+ };
385
+ const BokehDepthShader = {
386
+ uniforms: {
387
+ 'mNear': {
388
+ value: 1.0
389
+ },
390
+ 'mFar': {
391
+ value: 1000.0
392
+ }
393
+ },
394
+ vertexShader:
395
+ /* glsl */
396
+ `
397
+
398
+ varying float vViewZDepth;
399
+
400
+ void main() {
401
+
402
+ #include <begin_vertex>
403
+ #include <project_vertex>
404
+
405
+ vViewZDepth = - mvPosition.z;
406
+
407
+ }`,
408
+ fragmentShader:
409
+ /* glsl */
410
+ `
411
+
412
+ uniform float mNear;
413
+ uniform float mFar;
414
+
415
+ varying float vViewZDepth;
416
+
417
+ void main() {
418
+
419
+ float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
420
+ gl_FragColor = vec4( vec3( color ), 1.0 );
421
+
422
+ }`
423
+ };
424
+
425
+ THREE.BokehDepthShader = BokehDepthShader;
426
+ THREE.BokehShader = BokehShader;
427
+
428
+ } )();