@needle-tools/three 0.145.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +84 -0
- package/build/three.cjs +36042 -0
- package/build/three.js +36048 -0
- package/build/three.min.js +6 -0
- package/build/three.module.js +49769 -0
- package/examples/fonts/LICENSE +13 -0
- package/examples/fonts/README.md +11 -0
- package/examples/fonts/droid/NOTICE +190 -0
- package/examples/fonts/droid/README.txt +18 -0
- package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
- package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
- package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
- package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
- package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
- package/examples/fonts/gentilis_bold.typeface.json +1 -0
- package/examples/fonts/gentilis_regular.typeface.json +1 -0
- package/examples/fonts/helvetiker_bold.typeface.json +1 -0
- package/examples/fonts/helvetiker_regular.typeface.json +1 -0
- package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff +0 -0
- package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff2 +0 -0
- package/examples/fonts/open-sans/open-sans.css +9 -0
- package/examples/fonts/optimer_bold.typeface.json +1 -0
- package/examples/fonts/optimer_regular.typeface.json +1 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.eot +0 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.svg +3966 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.ttf +0 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.woff +0 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.woff2 +0 -0
- package/examples/fonts/tabler-icons/tabler-icons.min.css +4 -0
- package/examples/fonts/ttf/README.md +9 -0
- package/examples/fonts/ttf/kenpixel.ttf +0 -0
- package/examples/js/animation/AnimationClipCreator.js +97 -0
- package/examples/js/animation/CCDIKSolver.js +433 -0
- package/examples/js/animation/MMDAnimationHelper.js +1117 -0
- package/examples/js/animation/MMDPhysics.js +1238 -0
- package/examples/js/cameras/CinematicCamera.js +157 -0
- package/examples/js/controls/ArcballControls.js +3037 -0
- package/examples/js/controls/DragControls.js +230 -0
- package/examples/js/controls/FirstPersonControls.js +334 -0
- package/examples/js/controls/FlyControls.js +347 -0
- package/examples/js/controls/OrbitControls.js +1075 -0
- package/examples/js/controls/PointerLockControls.js +153 -0
- package/examples/js/controls/TrackballControls.js +782 -0
- package/examples/js/controls/TransformControls.js +1386 -0
- package/examples/js/csm/CSM.js +382 -0
- package/examples/js/csm/CSMFrustum.js +133 -0
- package/examples/js/csm/CSMHelper.js +145 -0
- package/examples/js/csm/CSMShader.js +257 -0
- package/examples/js/curves/CurveExtras.js +348 -0
- package/examples/js/curves/NURBSCurve.js +75 -0
- package/examples/js/curves/NURBSSurface.js +54 -0
- package/examples/js/curves/NURBSUtils.js +476 -0
- package/examples/js/effects/AnaglyphEffect.js +100 -0
- package/examples/js/effects/AsciiEffect.js +259 -0
- package/examples/js/effects/OutlineEffect.js +454 -0
- package/examples/js/effects/ParallaxBarrierEffect.js +75 -0
- package/examples/js/effects/PeppersGhostEffect.js +166 -0
- package/examples/js/effects/StereoEffect.js +50 -0
- package/examples/js/environments/DebugEnvironment.js +53 -0
- package/examples/js/environments/RoomEnvironment.js +122 -0
- package/examples/js/exporters/ColladaExporter.js +504 -0
- package/examples/js/exporters/DRACOExporter.js +212 -0
- package/examples/js/exporters/EXRExporter.js +458 -0
- package/examples/js/exporters/GLTFExporter.js +2543 -0
- package/examples/js/exporters/MMDExporter.js +194 -0
- package/examples/js/exporters/OBJExporter.js +251 -0
- package/examples/js/exporters/PLYExporter.js +422 -0
- package/examples/js/exporters/STLExporter.js +190 -0
- package/examples/js/exporters/USDZExporter.js +523 -0
- package/examples/js/geometries/BoxLineGeometry.js +60 -0
- package/examples/js/geometries/ConvexGeometry.js +48 -0
- package/examples/js/geometries/DecalGeometry.js +291 -0
- package/examples/js/geometries/LightningStrike.js +874 -0
- package/examples/js/geometries/ParametricGeometries.js +215 -0
- package/examples/js/geometries/ParametricGeometry.js +108 -0
- package/examples/js/geometries/RoundedBoxGeometry.js +140 -0
- package/examples/js/geometries/TeapotGeometry.js +331 -0
- package/examples/js/geometries/TextGeometry.js +51 -0
- package/examples/js/helpers/LightProbeHelper.js +49 -0
- package/examples/js/helpers/OctreeHelper.js +74 -0
- package/examples/js/helpers/PositionalAudioHelper.js +89 -0
- package/examples/js/helpers/RectAreaLightHelper.js +74 -0
- package/examples/js/helpers/VertexNormalsHelper.js +72 -0
- package/examples/js/helpers/VertexTangentsHelper.js +62 -0
- package/examples/js/helpers/ViewHelper.js +266 -0
- package/examples/js/interactive/HTMLMesh.js +508 -0
- package/examples/js/interactive/InteractiveGroup.js +101 -0
- package/examples/js/interactive/SelectionBox.js +262 -0
- package/examples/js/interactive/SelectionHelper.js +91 -0
- package/examples/js/libs/ammo.wasm.js +822 -0
- package/examples/js/libs/ammo.wasm.wasm +0 -0
- package/examples/js/libs/basis/README.md +46 -0
- package/examples/js/libs/basis/basis_transcoder.js +21 -0
- package/examples/js/libs/basis/basis_transcoder.wasm +0 -0
- package/examples/js/libs/chevrotain.min.js +3 -0
- package/examples/js/libs/draco/README.md +32 -0
- package/examples/js/libs/draco/draco_decoder.js +52 -0
- package/examples/js/libs/draco/draco_decoder.wasm +0 -0
- package/examples/js/libs/draco/draco_encoder.js +33 -0
- package/examples/js/libs/draco/draco_wasm_wrapper.js +104 -0
- package/examples/js/libs/draco/gltf/draco_decoder.js +48 -0
- package/examples/js/libs/draco/gltf/draco_decoder.wasm +0 -0
- package/examples/js/libs/draco/gltf/draco_encoder.js +33 -0
- package/examples/js/libs/draco/gltf/draco_wasm_wrapper.js +104 -0
- package/examples/js/libs/fflate.min.js +7 -0
- package/examples/js/libs/ktx-parse.umd.js +1 -0
- package/examples/js/libs/lottie_canvas.js +12751 -0
- package/examples/js/libs/meshopt_decoder.js +188 -0
- package/examples/js/libs/opentype.min.js +1 -0
- package/examples/js/libs/stats.min.js +5 -0
- package/examples/js/lights/LightProbeGenerator.js +228 -0
- package/examples/js/lights/RectAreaLightUniformsLib.js +56 -0
- package/examples/js/lines/Line2.js +19 -0
- package/examples/js/lines/LineGeometry.js +71 -0
- package/examples/js/lines/LineMaterial.js +642 -0
- package/examples/js/lines/LineSegments2.js +362 -0
- package/examples/js/lines/LineSegmentsGeometry.js +219 -0
- package/examples/js/lines/Wireframe.js +52 -0
- package/examples/js/lines/WireframeGeometry2.js +18 -0
- package/examples/js/loaders/3DMLoader.js +1370 -0
- package/examples/js/loaders/3MFLoader.js +1340 -0
- package/examples/js/loaders/AMFLoader.js +529 -0
- package/examples/js/loaders/BVHLoader.js +394 -0
- package/examples/js/loaders/BasisTextureLoader.js +736 -0
- package/examples/js/loaders/ColladaLoader.js +3821 -0
- package/examples/js/loaders/DDSLoader.js +245 -0
- package/examples/js/loaders/DRACOLoader.js +548 -0
- package/examples/js/loaders/EXRLoader.js +2136 -0
- package/examples/js/loaders/FBXLoader.js +3835 -0
- package/examples/js/loaders/FontLoader.js +169 -0
- package/examples/js/loaders/GCodeLoader.js +256 -0
- package/examples/js/loaders/GLTFLoader.js +4159 -0
- package/examples/js/loaders/HDRCubeTextureLoader.js +93 -0
- package/examples/js/loaders/KMZLoader.js +125 -0
- package/examples/js/loaders/KTXLoader.js +177 -0
- package/examples/js/loaders/LDrawLoader.js +2374 -0
- package/examples/js/loaders/LUT3dlLoader.js +139 -0
- package/examples/js/loaders/LUTCubeLoader.js +140 -0
- package/examples/js/loaders/LWOLoader.js +966 -0
- package/examples/js/loaders/LogLuvLoader.js +765 -0
- package/examples/js/loaders/LottieLoader.js +62 -0
- package/examples/js/loaders/MD2Loader.js +249 -0
- package/examples/js/loaders/MDDLoader.js +95 -0
- package/examples/js/loaders/MMDLoader.js +1924 -0
- package/examples/js/loaders/MTLLoader.js +501 -0
- package/examples/js/loaders/NRRDLoader.js +649 -0
- package/examples/js/loaders/OBJLoader.js +804 -0
- package/examples/js/loaders/PCDLoader.js +408 -0
- package/examples/js/loaders/PDBLoader.js +313 -0
- package/examples/js/loaders/PLYLoader.js +562 -0
- package/examples/js/loaders/PRWMLoader.js +260 -0
- package/examples/js/loaders/PVRLoader.js +227 -0
- package/examples/js/loaders/RGBELoader.js +467 -0
- package/examples/js/loaders/RGBMLoader.js +1415 -0
- package/examples/js/loaders/STLLoader.js +371 -0
- package/examples/js/loaders/SVGLoader.js +2655 -0
- package/examples/js/loaders/TDSLoader.js +1029 -0
- package/examples/js/loaders/TGALoader.js +486 -0
- package/examples/js/loaders/TIFFLoader.js +31 -0
- package/examples/js/loaders/TTFLoader.js +211 -0
- package/examples/js/loaders/TiltLoader.js +460 -0
- package/examples/js/loaders/VOXLoader.js +248 -0
- package/examples/js/loaders/VRMLLoader.js +3237 -0
- package/examples/js/loaders/VTKLoader.js +1095 -0
- package/examples/js/loaders/XYZLoader.js +91 -0
- package/examples/js/loaders/lwo/IFFParser.js +1148 -0
- package/examples/js/loaders/lwo/LWO2Parser.js +448 -0
- package/examples/js/loaders/lwo/LWO3Parser.js +402 -0
- package/examples/js/materials/MeshGouraudMaterial.js +385 -0
- package/examples/js/math/Capsule.js +120 -0
- package/examples/js/math/ColorConverter.js +33 -0
- package/examples/js/math/ConvexHull.js +1110 -0
- package/examples/js/math/ImprovedNoise.js +66 -0
- package/examples/js/math/Lut.js +171 -0
- package/examples/js/math/MeshSurfaceSampler.js +193 -0
- package/examples/js/math/OBB.js +341 -0
- package/examples/js/math/Octree.js +465 -0
- package/examples/js/math/SimplexNoise.js +459 -0
- package/examples/js/misc/ConvexObjectBreaker.js +485 -0
- package/examples/js/misc/GPUComputationRenderer.js +397 -0
- package/examples/js/misc/Gyroscope.js +60 -0
- package/examples/js/misc/MD2Character.js +244 -0
- package/examples/js/misc/MD2CharacterComplex.js +494 -0
- package/examples/js/misc/MorphAnimMesh.js +69 -0
- package/examples/js/misc/MorphBlendMesh.js +292 -0
- package/examples/js/misc/ProgressiveLightMap.js +331 -0
- package/examples/js/misc/RollerCoaster.js +437 -0
- package/examples/js/misc/TubePainter.js +161 -0
- package/examples/js/misc/Volume.js +466 -0
- package/examples/js/misc/VolumeSlice.js +224 -0
- package/examples/js/modifiers/CurveModifier.js +311 -0
- package/examples/js/modifiers/EdgeSplitModifier.js +258 -0
- package/examples/js/modifiers/SimplifyModifier.js +468 -0
- package/examples/js/modifiers/TessellateModifier.js +283 -0
- package/examples/js/objects/GroundProjectedEnv.js +193 -0
- package/examples/js/objects/Lensflare.js +347 -0
- package/examples/js/objects/LightningStorm.js +209 -0
- package/examples/js/objects/MarchingCubes.js +738 -0
- package/examples/js/objects/Reflector.js +214 -0
- package/examples/js/objects/ReflectorForSSRPass.js +319 -0
- package/examples/js/objects/Refractor.js +261 -0
- package/examples/js/objects/ShadowMesh.js +60 -0
- package/examples/js/objects/Sky.js +223 -0
- package/examples/js/objects/Water.js +287 -0
- package/examples/js/objects/Water2.js +306 -0
- package/examples/js/physics/AmmoPhysics.js +256 -0
- package/examples/js/physics/OimoPhysics.js +215 -0
- package/examples/js/postprocessing/AdaptiveToneMappingPass.js +342 -0
- package/examples/js/postprocessing/AfterimagePass.js +70 -0
- package/examples/js/postprocessing/BloomPass.js +114 -0
- package/examples/js/postprocessing/BokehPass.js +103 -0
- package/examples/js/postprocessing/ClearPass.js +44 -0
- package/examples/js/postprocessing/CubeTexturePass.js +57 -0
- package/examples/js/postprocessing/DotScreenPass.js +49 -0
- package/examples/js/postprocessing/EffectComposer.js +279 -0
- package/examples/js/postprocessing/FilmPass.js +50 -0
- package/examples/js/postprocessing/GlitchPass.js +105 -0
- package/examples/js/postprocessing/HalftonePass.js +75 -0
- package/examples/js/postprocessing/LUTPass.js +184 -0
- package/examples/js/postprocessing/MaskPass.js +92 -0
- package/examples/js/postprocessing/OutlinePass.js +589 -0
- package/examples/js/postprocessing/Pass.js +75 -0
- package/examples/js/postprocessing/RenderPass.js +74 -0
- package/examples/js/postprocessing/SAOPass.js +366 -0
- package/examples/js/postprocessing/SMAAPass.js +153 -0
- package/examples/js/postprocessing/SSAARenderPass.js +156 -0
- package/examples/js/postprocessing/SSAOPass.js +351 -0
- package/examples/js/postprocessing/SSRPass.js +550 -0
- package/examples/js/postprocessing/SavePass.js +51 -0
- package/examples/js/postprocessing/ShaderPass.js +63 -0
- package/examples/js/postprocessing/TAARenderPass.js +128 -0
- package/examples/js/postprocessing/TexturePass.js +46 -0
- package/examples/js/postprocessing/UnrealBloomPass.js +357 -0
- package/examples/js/renderers/CSS2DRenderer.js +197 -0
- package/examples/js/renderers/CSS3DRenderer.js +258 -0
- package/examples/js/renderers/Projector.js +874 -0
- package/examples/js/renderers/SVGRenderer.js +537 -0
- package/examples/js/shaders/ACESFilmicToneMappingShader.js +92 -0
- package/examples/js/shaders/AfterimageShader.js +63 -0
- package/examples/js/shaders/BasicShader.js +30 -0
- package/examples/js/shaders/BleachBypassShader.js +65 -0
- package/examples/js/shaders/BlendShader.js +57 -0
- package/examples/js/shaders/BokehShader.js +159 -0
- package/examples/js/shaders/BokehShader2.js +428 -0
- package/examples/js/shaders/BrightnessContrastShader.js +61 -0
- package/examples/js/shaders/ColorCorrectionShader.js +56 -0
- package/examples/js/shaders/ColorifyShader.js +51 -0
- package/examples/js/shaders/ConvolutionShader.js +97 -0
- package/examples/js/shaders/CopyShader.js +48 -0
- package/examples/js/shaders/DOFMipMapShader.js +63 -0
- package/examples/js/shaders/DepthLimitedBlurShader.js +180 -0
- package/examples/js/shaders/DigitalGlitch.js +130 -0
- package/examples/js/shaders/DotScreenShader.js +76 -0
- package/examples/js/shaders/FXAAShader.js +286 -0
- package/examples/js/shaders/FilmShader.js +113 -0
- package/examples/js/shaders/FocusShader.js +98 -0
- package/examples/js/shaders/FreiChenShader.js +97 -0
- package/examples/js/shaders/GammaCorrectionShader.js +44 -0
- package/examples/js/shaders/GodRaysShader.js +297 -0
- package/examples/js/shaders/HalftoneShader.js +339 -0
- package/examples/js/shaders/HorizontalBlurShader.js +62 -0
- package/examples/js/shaders/HorizontalTiltShiftShader.js +68 -0
- package/examples/js/shaders/HueSaturationShader.js +72 -0
- package/examples/js/shaders/KaleidoShader.js +63 -0
- package/examples/js/shaders/LuminosityHighPassShader.js +71 -0
- package/examples/js/shaders/LuminosityShader.js +49 -0
- package/examples/js/shaders/MMDToonShader.js +100 -0
- package/examples/js/shaders/MirrorShader.js +59 -0
- package/examples/js/shaders/NormalMapShader.js +59 -0
- package/examples/js/shaders/PixelShader.js +51 -0
- package/examples/js/shaders/RGBShiftShader.js +59 -0
- package/examples/js/shaders/SAOShader.js +213 -0
- package/examples/js/shaders/SMAAShader.js +466 -0
- package/examples/js/shaders/SSAOShader.js +299 -0
- package/examples/js/shaders/SSRShader.js +393 -0
- package/examples/js/shaders/SepiaShader.js +55 -0
- package/examples/js/shaders/SobelOperatorShader.js +92 -0
- package/examples/js/shaders/SubsurfaceScatteringShader.js +49 -0
- package/examples/js/shaders/TechnicolorShader.js +46 -0
- package/examples/js/shaders/ToneMapShader.js +87 -0
- package/examples/js/shaders/ToonShader.js +351 -0
- package/examples/js/shaders/TriangleBlurShader.js +74 -0
- package/examples/js/shaders/UnpackDepthRGBAShader.js +50 -0
- package/examples/js/shaders/VerticalBlurShader.js +62 -0
- package/examples/js/shaders/VerticalTiltShiftShader.js +68 -0
- package/examples/js/shaders/VignetteShader.js +56 -0
- package/examples/js/shaders/VolumeShader.js +300 -0
- package/examples/js/shaders/WaterRefractionShader.js +88 -0
- package/examples/js/textures/FlakesTexture.js +41 -0
- package/examples/js/utils/BufferGeometryUtils.js +1094 -0
- package/examples/js/utils/CameraUtils.js +86 -0
- package/examples/js/utils/GPUStatsPanel.js +134 -0
- package/examples/js/utils/GeometryCompressionUtils.js +574 -0
- package/examples/js/utils/GeometryUtils.js +173 -0
- package/examples/js/utils/LDrawUtils.js +182 -0
- package/examples/js/utils/PackedPhongMaterial.js +107 -0
- package/examples/js/utils/SceneUtils.js +103 -0
- package/examples/js/utils/ShadowMapViewer.js +180 -0
- package/examples/js/utils/SkeletonUtils.js +507 -0
- package/examples/js/utils/UVsDebug.js +135 -0
- package/examples/js/utils/WorkerPool.js +115 -0
- package/examples/jsm/animation/AnimationClipCreator.js +114 -0
- package/examples/jsm/animation/CCDIKSolver.js +482 -0
- package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
- package/examples/jsm/animation/MMDPhysics.js +1406 -0
- package/examples/jsm/cameras/CinematicCamera.js +209 -0
- package/examples/jsm/capabilities/WebGL.js +91 -0
- package/examples/jsm/capabilities/WebGPU.js +39 -0
- package/examples/jsm/controls/ArcballControls.js +3216 -0
- package/examples/jsm/controls/DragControls.js +220 -0
- package/examples/jsm/controls/FirstPersonControls.js +325 -0
- package/examples/jsm/controls/FlyControls.js +284 -0
- package/examples/jsm/controls/OrbitControls.js +1249 -0
- package/examples/jsm/controls/PointerLockControls.js +157 -0
- package/examples/jsm/controls/TrackballControls.js +814 -0
- package/examples/jsm/controls/TransformControls.js +1558 -0
- package/examples/jsm/csm/CSM.js +378 -0
- package/examples/jsm/csm/CSMFrustum.js +152 -0
- package/examples/jsm/csm/CSMHelper.js +193 -0
- package/examples/jsm/csm/CSMShader.js +251 -0
- package/examples/jsm/curves/CurveExtras.js +422 -0
- package/examples/jsm/curves/NURBSCurve.js +80 -0
- package/examples/jsm/curves/NURBSSurface.js +52 -0
- package/examples/jsm/curves/NURBSUtils.js +487 -0
- package/examples/jsm/effects/AnaglyphEffect.js +168 -0
- package/examples/jsm/effects/AsciiEffect.js +266 -0
- package/examples/jsm/effects/OutlineEffect.js +553 -0
- package/examples/jsm/effects/ParallaxBarrierEffect.js +116 -0
- package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
- package/examples/jsm/effects/StereoEffect.js +55 -0
- package/examples/jsm/environments/DebugEnvironment.js +52 -0
- package/examples/jsm/environments/RoomEnvironment.js +144 -0
- package/examples/jsm/exporters/ColladaExporter.js +713 -0
- package/examples/jsm/exporters/DRACOExporter.js +225 -0
- package/examples/jsm/exporters/EXRExporter.js +507 -0
- package/examples/jsm/exporters/GLTFExporter.js +2870 -0
- package/examples/jsm/exporters/KTX2Exporter.js +281 -0
- package/examples/jsm/exporters/MMDExporter.js +217 -0
- package/examples/jsm/exporters/OBJExporter.js +284 -0
- package/examples/jsm/exporters/PLYExporter.js +521 -0
- package/examples/jsm/exporters/STLExporter.js +195 -0
- package/examples/jsm/exporters/USDZExporter.js +1112 -0
- package/examples/jsm/geometries/BoxLineGeometry.js +69 -0
- package/examples/jsm/geometries/ConvexGeometry.js +59 -0
- package/examples/jsm/geometries/DecalGeometry.js +356 -0
- package/examples/jsm/geometries/LightningStrike.js +1017 -0
- package/examples/jsm/geometries/ParametricGeometries.js +254 -0
- package/examples/jsm/geometries/ParametricGeometry.js +129 -0
- package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -0
- package/examples/jsm/geometries/TeapotGeometry.js +704 -0
- package/examples/jsm/geometries/TextGeometry.js +57 -0
- package/examples/jsm/helpers/LightProbeHelper.js +130 -0
- package/examples/jsm/helpers/OctreeHelper.js +72 -0
- package/examples/jsm/helpers/PositionalAudioHelper.js +109 -0
- package/examples/jsm/helpers/RectAreaLightHelper.js +85 -0
- package/examples/jsm/helpers/VertexNormalsHelper.js +96 -0
- package/examples/jsm/helpers/VertexTangentsHelper.js +88 -0
- package/examples/jsm/helpers/ViewHelper.js +319 -0
- package/examples/jsm/interactive/HTMLMesh.js +550 -0
- package/examples/jsm/interactive/InteractiveGroup.js +116 -0
- package/examples/jsm/interactive/SelectionBox.js +227 -0
- package/examples/jsm/interactive/SelectionHelper.js +97 -0
- package/examples/jsm/libs/OimoPhysics/OimoPhysics.js +37071 -0
- package/examples/jsm/libs/OimoPhysics/index.js +43 -0
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- package/src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js +321 -0
- package/src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js +68 -0
- package/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js +63 -0
- package/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js +66 -0
- package/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js +10 -0
- package/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js +33 -0
- package/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js +15 -0
- package/src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js +20 -0
- package/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js +14 -0
- package/src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js +77 -0
- package/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +36 -0
- package/src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js +116 -0
- package/src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl.js +10 -0
- package/src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js +17 -0
- package/src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js +15 -0
- package/src/renderers/shaders/ShaderChunk.js +265 -0
- package/src/renderers/shaders/ShaderLib/background.glsl.js +35 -0
- package/src/renderers/shaders/ShaderLib/cube.glsl.js +38 -0
- package/src/renderers/shaders/ShaderLib/depth.glsl.js +92 -0
- package/src/renderers/shaders/ShaderLib/distanceRGBA.glsl.js +73 -0
- package/src/renderers/shaders/ShaderLib/equirect.glsl.js +35 -0
- package/src/renderers/shaders/ShaderLib/linedashed.glsl.js +70 -0
- package/src/renderers/shaders/ShaderLib/meshbasic.glsl.js +115 -0
- package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +123 -0
- package/src/renderers/shaders/ShaderLib/meshmatcap.glsl.js +107 -0
- package/src/renderers/shaders/ShaderLib/meshnormal.glsl.js +82 -0
- package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +125 -0
- package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +216 -0
- package/src/renderers/shaders/ShaderLib/meshtoon.glsl.js +117 -0
- package/src/renderers/shaders/ShaderLib/points.glsl.js +71 -0
- package/src/renderers/shaders/ShaderLib/shadow.glsl.js +49 -0
- package/src/renderers/shaders/ShaderLib/sprite.glsl.js +79 -0
- package/src/renderers/shaders/ShaderLib/vsm.glsl.js +53 -0
- package/src/renderers/shaders/ShaderLib.js +331 -0
- package/src/renderers/shaders/UniformsLib.js +218 -0
- package/src/renderers/shaders/UniformsUtils.js +80 -0
- package/src/renderers/webgl/WebGLAnimation.js +53 -0
- package/src/renderers/webgl/WebGLAttributes.js +193 -0
- package/src/renderers/webgl/WebGLBackground.js +228 -0
- package/src/renderers/webgl/WebGLBindingStates.js +623 -0
- package/src/renderers/webgl/WebGLBufferRenderer.js +61 -0
- package/src/renderers/webgl/WebGLCapabilities.js +121 -0
- package/src/renderers/webgl/WebGLClipping.js +167 -0
- package/src/renderers/webgl/WebGLCubeMaps.js +99 -0
- package/src/renderers/webgl/WebGLCubeUVMaps.js +130 -0
- package/src/renderers/webgl/WebGLExtensions.js +96 -0
- package/src/renderers/webgl/WebGLGeometries.js +195 -0
- package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +71 -0
- package/src/renderers/webgl/WebGLInfo.js +72 -0
- package/src/renderers/webgl/WebGLLights.js +574 -0
- package/src/renderers/webgl/WebGLMaterials.js +677 -0
- package/src/renderers/webgl/WebGLMorphtargets.js +300 -0
- package/src/renderers/webgl/WebGLObjects.js +72 -0
- package/src/renderers/webgl/WebGLProgram.js +901 -0
- package/src/renderers/webgl/WebGLPrograms.js +542 -0
- package/src/renderers/webgl/WebGLProperties.js +48 -0
- package/src/renderers/webgl/WebGLRenderLists.js +238 -0
- package/src/renderers/webgl/WebGLRenderStates.js +107 -0
- package/src/renderers/webgl/WebGLShader.js +12 -0
- package/src/renderers/webgl/WebGLShaderCache.js +124 -0
- package/src/renderers/webgl/WebGLShadowMap.js +374 -0
- package/src/renderers/webgl/WebGLState.js +1263 -0
- package/src/renderers/webgl/WebGLTextures.js +1944 -0
- package/src/renderers/webgl/WebGLUniforms.js +1050 -0
- package/src/renderers/webgl/WebGLUniformsGroups.js +372 -0
- package/src/renderers/webgl/WebGLUtils.js +266 -0
- package/src/renderers/webxr/WebXRController.js +307 -0
- package/src/renderers/webxr/WebXRManager.js +731 -0
- package/src/scenes/Fog.js +37 -0
- package/src/scenes/FogExp2.js +34 -0
- package/src/scenes/Scene.js +71 -0
- package/src/textures/CanvasTexture.js +17 -0
- package/src/textures/CompressedTexture.js +28 -0
- package/src/textures/CubeTexture.js +33 -0
- package/src/textures/Data3DTexture.js +35 -0
- package/src/textures/DataArrayTexture.js +27 -0
- package/src/textures/DataTexture.js +22 -0
- package/src/textures/DepthTexture.js +36 -0
- package/src/textures/FramebufferTexture.js +25 -0
- package/src/textures/Source.js +123 -0
- package/src/textures/Texture.js +308 -0
- package/src/textures/VideoTexture.js +55 -0
- package/src/utils.js +71 -0
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( function () {
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/**
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* Dot screen shader
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* based on glfx.js sepia shader
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* https://github.com/evanw/glfx.js
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*/
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const DotScreenShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'tSize': {
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value: new THREE.Vector2( 256, 256 )
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},
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'center': {
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value: new THREE.Vector2( 0.5, 0.5 )
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},
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'angle': {
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value: 1.57
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},
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'scale': {
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value: 1.0
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}
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},
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader:
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/* glsl */
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`
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uniform vec2 center;
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uniform float angle;
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uniform float scale;
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uniform vec2 tSize;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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float pattern() {
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float s = sin( angle ), c = cos( angle );
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vec2 tex = vUv * tSize - center;
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vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;
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return ( sin( point.x ) * sin( point.y ) ) * 4.0;
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}
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void main() {
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vec4 color = texture2D( tDiffuse, vUv );
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float average = ( color.r + color.g + color.b ) / 3.0;
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gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );
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}`
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};
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THREE.DotScreenShader = DotScreenShader;
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} )();
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( function () {
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/**
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* NVIDIA FXAA by Timothy Lottes
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* https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
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* - WebGL port by @supereggbert
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* http://www.glge.org/demos/fxaa/
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* Further improved by Daniel Sturk
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*/
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const FXAAShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'resolution': {
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value: new THREE.Vector2( 1 / 1024, 1 / 512 )
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}
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},
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `
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precision highp float;
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uniform sampler2D tDiffuse;
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uniform vec2 resolution;
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varying vec2 vUv;
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// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
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//----------------------------------------------------------------------------------
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// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
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// SDK Version: v3.00
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// Email: gameworks@nvidia.com
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// Site: http://developer.nvidia.com/
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//
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// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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//----------------------------------------------------------------------------------
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#ifndef FXAA_DISCARD
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//
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// Only valid for PC OpenGL currently.
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// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
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//
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// 1 = Use discard on pixels which don't need AA.
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// For APIs which enable concurrent TEX+ROP from same surface.
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// 0 = Return unchanged color on pixels which don't need AA.
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//
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#define FXAA_DISCARD 0
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#endif
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/*--------------------------------------------------------------------------*/
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#define FxaaTexTop(t, p) texture2D(t, p, -100.0)
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#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
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/*--------------------------------------------------------------------------*/
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#define NUM_SAMPLES 5
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// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
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float contrast( vec4 a, vec4 b ) {
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vec4 diff = abs( a - b );
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return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
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}
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/*============================================================================
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FXAA3 QUALITY - PC
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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vec4 FxaaPixelShader(
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vec2 posM,
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sampler2D tex,
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vec2 fxaaQualityRcpFrame,
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float fxaaQualityEdgeThreshold,
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float fxaaQualityinvEdgeThreshold
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) {
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vec4 rgbaM = FxaaTexTop(tex, posM);
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vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
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vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
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vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
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120
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vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
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121
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// . S .
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122
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// W M E
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// . N .
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124
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125
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bool earlyExit = max( max( max(
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contrast( rgbaM, rgbaN ),
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contrast( rgbaM, rgbaS ) ),
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contrast( rgbaM, rgbaE ) ),
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contrast( rgbaM, rgbaW ) )
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< fxaaQualityEdgeThreshold;
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// . 0 .
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// 0 0 0
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// . 0 .
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135
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#if (FXAA_DISCARD == 1)
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if(earlyExit) FxaaDiscard;
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#else
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if(earlyExit) return rgbaM;
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#endif
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140
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float contrastN = contrast( rgbaM, rgbaN );
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float contrastS = contrast( rgbaM, rgbaS );
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float contrastE = contrast( rgbaM, rgbaE );
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float contrastW = contrast( rgbaM, rgbaW );
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float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
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relativeVContrast *= fxaaQualityinvEdgeThreshold;
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149
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bool horzSpan = relativeVContrast > 0.;
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// . 1 .
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// 0 0 0
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// . 1 .
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// 45 deg edge detection and corners of objects, aka V/H contrast is too similar
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if( abs( relativeVContrast ) < .3 ) {
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156
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// locate the edge
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157
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vec2 dirToEdge;
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158
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dirToEdge.x = contrastE > contrastW ? 1. : -1.;
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159
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dirToEdge.y = contrastS > contrastN ? 1. : -1.;
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160
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// . 2 . . 1 .
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// 1 0 2 ~= 0 0 1
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// . 1 . . 0 .
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164
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// tap 2 pixels and see which ones are "outside" the edge, to
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// determine if the edge is vertical or horizontal
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+
vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
|
|
168
|
+
float matchAlongH = contrast( rgbaM, rgbaAlongH );
|
|
169
|
+
// . 1 .
|
|
170
|
+
// 0 0 1
|
|
171
|
+
// . 0 H
|
|
172
|
+
|
|
173
|
+
vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
|
|
174
|
+
float matchAlongV = contrast( rgbaM, rgbaAlongV );
|
|
175
|
+
// V 1 .
|
|
176
|
+
// 0 0 1
|
|
177
|
+
// . 0 .
|
|
178
|
+
|
|
179
|
+
relativeVContrast = matchAlongV - matchAlongH;
|
|
180
|
+
relativeVContrast *= fxaaQualityinvEdgeThreshold;
|
|
181
|
+
|
|
182
|
+
if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
|
|
183
|
+
// 1 1 .
|
|
184
|
+
// 0 0 1
|
|
185
|
+
// . 0 1
|
|
186
|
+
|
|
187
|
+
// do a simple blur
|
|
188
|
+
return mix(
|
|
189
|
+
rgbaM,
|
|
190
|
+
(rgbaN + rgbaS + rgbaE + rgbaW) * .25,
|
|
191
|
+
.4
|
|
192
|
+
);
|
|
193
|
+
}
|
|
194
|
+
|
|
195
|
+
horzSpan = relativeVContrast > 0.;
|
|
196
|
+
}
|
|
197
|
+
|
|
198
|
+
if(!horzSpan) rgbaN = rgbaW;
|
|
199
|
+
if(!horzSpan) rgbaS = rgbaE;
|
|
200
|
+
// . 0 . 1
|
|
201
|
+
// 1 0 1 -> 0
|
|
202
|
+
// . 0 . 1
|
|
203
|
+
|
|
204
|
+
bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
|
|
205
|
+
if(!pairN) rgbaN = rgbaS;
|
|
206
|
+
|
|
207
|
+
vec2 offNP;
|
|
208
|
+
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
|
|
209
|
+
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
|
|
210
|
+
|
|
211
|
+
bool doneN = false;
|
|
212
|
+
bool doneP = false;
|
|
213
|
+
|
|
214
|
+
float nDist = 0.;
|
|
215
|
+
float pDist = 0.;
|
|
216
|
+
|
|
217
|
+
vec2 posN = posM;
|
|
218
|
+
vec2 posP = posM;
|
|
219
|
+
|
|
220
|
+
int iterationsUsed = 0;
|
|
221
|
+
int iterationsUsedN = 0;
|
|
222
|
+
int iterationsUsedP = 0;
|
|
223
|
+
for( int i = 0; i < NUM_SAMPLES; i++ ) {
|
|
224
|
+
iterationsUsed = i;
|
|
225
|
+
|
|
226
|
+
float increment = float(i + 1);
|
|
227
|
+
|
|
228
|
+
if(!doneN) {
|
|
229
|
+
nDist += increment;
|
|
230
|
+
posN = posM + offNP * nDist;
|
|
231
|
+
vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
|
|
232
|
+
doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
|
|
233
|
+
iterationsUsedN = i;
|
|
234
|
+
}
|
|
235
|
+
|
|
236
|
+
if(!doneP) {
|
|
237
|
+
pDist += increment;
|
|
238
|
+
posP = posM - offNP * pDist;
|
|
239
|
+
vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
|
|
240
|
+
doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
|
|
241
|
+
iterationsUsedP = i;
|
|
242
|
+
}
|
|
243
|
+
|
|
244
|
+
if(doneN || doneP) break;
|
|
245
|
+
}
|
|
246
|
+
|
|
247
|
+
|
|
248
|
+
if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge
|
|
249
|
+
|
|
250
|
+
float dist = min(
|
|
251
|
+
doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
|
|
252
|
+
doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
|
|
253
|
+
);
|
|
254
|
+
|
|
255
|
+
// hacky way of reduces blurriness of mostly diagonal edges
|
|
256
|
+
// but reduces AA quality
|
|
257
|
+
dist = pow(dist, .5);
|
|
258
|
+
|
|
259
|
+
dist = 1. - dist;
|
|
260
|
+
|
|
261
|
+
return mix(
|
|
262
|
+
rgbaM,
|
|
263
|
+
rgbaN,
|
|
264
|
+
dist * .5
|
|
265
|
+
);
|
|
266
|
+
}
|
|
267
|
+
|
|
268
|
+
void main() {
|
|
269
|
+
const float edgeDetectionQuality = .2;
|
|
270
|
+
const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;
|
|
271
|
+
|
|
272
|
+
gl_FragColor = FxaaPixelShader(
|
|
273
|
+
vUv,
|
|
274
|
+
tDiffuse,
|
|
275
|
+
resolution,
|
|
276
|
+
edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
|
|
277
|
+
invEdgeDetectionQuality
|
|
278
|
+
);
|
|
279
|
+
|
|
280
|
+
}
|
|
281
|
+
`
|
|
282
|
+
};
|
|
283
|
+
|
|
284
|
+
THREE.FXAAShader = FXAAShader;
|
|
285
|
+
|
|
286
|
+
} )();
|
|
@@ -0,0 +1,113 @@
|
|
|
1
|
+
( function () {
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* Film grain & scanlines shader
|
|
5
|
+
*
|
|
6
|
+
* - ported from HLSL to WebGL / GLSL
|
|
7
|
+
* https://web.archive.org/web/20210226214859/http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
|
|
8
|
+
*
|
|
9
|
+
* Screen Space Static Postprocessor
|
|
10
|
+
*
|
|
11
|
+
* Produces an analogue noise overlay similar to a film grain / TV static
|
|
12
|
+
*
|
|
13
|
+
* Original implementation and noise algorithm
|
|
14
|
+
* Pat 'Hawthorne' Shearon
|
|
15
|
+
*
|
|
16
|
+
* Optimized scanlines + noise version with intensity scaling
|
|
17
|
+
* Georg 'Leviathan' Steinrohder
|
|
18
|
+
*
|
|
19
|
+
* This version is provided under a Creative Commons Attribution 3.0 License
|
|
20
|
+
* http://creativecommons.org/licenses/by/3.0/
|
|
21
|
+
*/
|
|
22
|
+
const FilmShader = {
|
|
23
|
+
uniforms: {
|
|
24
|
+
'tDiffuse': {
|
|
25
|
+
value: null
|
|
26
|
+
},
|
|
27
|
+
'time': {
|
|
28
|
+
value: 0.0
|
|
29
|
+
},
|
|
30
|
+
'nIntensity': {
|
|
31
|
+
value: 0.5
|
|
32
|
+
},
|
|
33
|
+
'sIntensity': {
|
|
34
|
+
value: 0.05
|
|
35
|
+
},
|
|
36
|
+
'sCount': {
|
|
37
|
+
value: 4096
|
|
38
|
+
},
|
|
39
|
+
'grayscale': {
|
|
40
|
+
value: 1
|
|
41
|
+
}
|
|
42
|
+
},
|
|
43
|
+
vertexShader:
|
|
44
|
+
/* glsl */
|
|
45
|
+
`
|
|
46
|
+
|
|
47
|
+
varying vec2 vUv;
|
|
48
|
+
|
|
49
|
+
void main() {
|
|
50
|
+
|
|
51
|
+
vUv = uv;
|
|
52
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
53
|
+
|
|
54
|
+
}`,
|
|
55
|
+
fragmentShader:
|
|
56
|
+
/* glsl */
|
|
57
|
+
`
|
|
58
|
+
|
|
59
|
+
#include <common>
|
|
60
|
+
|
|
61
|
+
// control parameter
|
|
62
|
+
uniform float time;
|
|
63
|
+
|
|
64
|
+
uniform bool grayscale;
|
|
65
|
+
|
|
66
|
+
// noise effect intensity value (0 = no effect, 1 = full effect)
|
|
67
|
+
uniform float nIntensity;
|
|
68
|
+
|
|
69
|
+
// scanlines effect intensity value (0 = no effect, 1 = full effect)
|
|
70
|
+
uniform float sIntensity;
|
|
71
|
+
|
|
72
|
+
// scanlines effect count value (0 = no effect, 4096 = full effect)
|
|
73
|
+
uniform float sCount;
|
|
74
|
+
|
|
75
|
+
uniform sampler2D tDiffuse;
|
|
76
|
+
|
|
77
|
+
varying vec2 vUv;
|
|
78
|
+
|
|
79
|
+
void main() {
|
|
80
|
+
|
|
81
|
+
// sample the source
|
|
82
|
+
vec4 cTextureScreen = texture2D( tDiffuse, vUv );
|
|
83
|
+
|
|
84
|
+
// make some noise
|
|
85
|
+
float dx = rand( vUv + time );
|
|
86
|
+
|
|
87
|
+
// add noise
|
|
88
|
+
vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );
|
|
89
|
+
|
|
90
|
+
// get us a sine and cosine
|
|
91
|
+
vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );
|
|
92
|
+
|
|
93
|
+
// add scanlines
|
|
94
|
+
cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;
|
|
95
|
+
|
|
96
|
+
// interpolate between source and result by intensity
|
|
97
|
+
cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );
|
|
98
|
+
|
|
99
|
+
// convert to grayscale if desired
|
|
100
|
+
if( grayscale ) {
|
|
101
|
+
|
|
102
|
+
cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );
|
|
103
|
+
|
|
104
|
+
}
|
|
105
|
+
|
|
106
|
+
gl_FragColor = vec4( cResult, cTextureScreen.a );
|
|
107
|
+
|
|
108
|
+
}`
|
|
109
|
+
};
|
|
110
|
+
|
|
111
|
+
THREE.FilmShader = FilmShader;
|
|
112
|
+
|
|
113
|
+
} )();
|
|
@@ -0,0 +1,98 @@
|
|
|
1
|
+
( function () {
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* Focus shader
|
|
5
|
+
* based on PaintEffect postprocess from ro.me
|
|
6
|
+
* http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
|
|
7
|
+
*/
|
|
8
|
+
const FocusShader = {
|
|
9
|
+
uniforms: {
|
|
10
|
+
'tDiffuse': {
|
|
11
|
+
value: null
|
|
12
|
+
},
|
|
13
|
+
'screenWidth': {
|
|
14
|
+
value: 1024
|
|
15
|
+
},
|
|
16
|
+
'screenHeight': {
|
|
17
|
+
value: 1024
|
|
18
|
+
},
|
|
19
|
+
'sampleDistance': {
|
|
20
|
+
value: 0.94
|
|
21
|
+
},
|
|
22
|
+
'waveFactor': {
|
|
23
|
+
value: 0.00125
|
|
24
|
+
}
|
|
25
|
+
},
|
|
26
|
+
vertexShader:
|
|
27
|
+
/* glsl */
|
|
28
|
+
`
|
|
29
|
+
|
|
30
|
+
varying vec2 vUv;
|
|
31
|
+
|
|
32
|
+
void main() {
|
|
33
|
+
|
|
34
|
+
vUv = uv;
|
|
35
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
36
|
+
|
|
37
|
+
}`,
|
|
38
|
+
fragmentShader:
|
|
39
|
+
/* glsl */
|
|
40
|
+
`
|
|
41
|
+
|
|
42
|
+
uniform float screenWidth;
|
|
43
|
+
uniform float screenHeight;
|
|
44
|
+
uniform float sampleDistance;
|
|
45
|
+
uniform float waveFactor;
|
|
46
|
+
|
|
47
|
+
uniform sampler2D tDiffuse;
|
|
48
|
+
|
|
49
|
+
varying vec2 vUv;
|
|
50
|
+
|
|
51
|
+
void main() {
|
|
52
|
+
|
|
53
|
+
vec4 color, org, tmp, add;
|
|
54
|
+
float sample_dist, f;
|
|
55
|
+
vec2 vin;
|
|
56
|
+
vec2 uv = vUv;
|
|
57
|
+
|
|
58
|
+
add = color = org = texture2D( tDiffuse, uv );
|
|
59
|
+
|
|
60
|
+
vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );
|
|
61
|
+
sample_dist = dot( vin, vin ) * 2.0;
|
|
62
|
+
|
|
63
|
+
f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;
|
|
64
|
+
|
|
65
|
+
vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );
|
|
66
|
+
|
|
67
|
+
add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );
|
|
68
|
+
if( tmp.b < color.b ) color = tmp;
|
|
69
|
+
|
|
70
|
+
add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );
|
|
71
|
+
if( tmp.b < color.b ) color = tmp;
|
|
72
|
+
|
|
73
|
+
add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );
|
|
74
|
+
if( tmp.b < color.b ) color = tmp;
|
|
75
|
+
|
|
76
|
+
add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );
|
|
77
|
+
if( tmp.b < color.b ) color = tmp;
|
|
78
|
+
|
|
79
|
+
add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );
|
|
80
|
+
if( tmp.b < color.b ) color = tmp;
|
|
81
|
+
|
|
82
|
+
add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );
|
|
83
|
+
if( tmp.b < color.b ) color = tmp;
|
|
84
|
+
|
|
85
|
+
add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );
|
|
86
|
+
if( tmp.b < color.b ) color = tmp;
|
|
87
|
+
|
|
88
|
+
color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );
|
|
89
|
+
color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );
|
|
90
|
+
|
|
91
|
+
gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );
|
|
92
|
+
|
|
93
|
+
}`
|
|
94
|
+
};
|
|
95
|
+
|
|
96
|
+
THREE.FocusShader = FocusShader;
|
|
97
|
+
|
|
98
|
+
} )();
|
|
@@ -0,0 +1,97 @@
|
|
|
1
|
+
( function () {
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* Edge Detection Shader using Frei-Chen filter
|
|
5
|
+
* Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
|
|
6
|
+
*
|
|
7
|
+
* aspect: vec2 of (1/width, 1/height)
|
|
8
|
+
*/
|
|
9
|
+
|
|
10
|
+
const FreiChenShader = {
|
|
11
|
+
uniforms: {
|
|
12
|
+
'tDiffuse': {
|
|
13
|
+
value: null
|
|
14
|
+
},
|
|
15
|
+
'aspect': {
|
|
16
|
+
value: new THREE.Vector2( 512, 512 )
|
|
17
|
+
}
|
|
18
|
+
},
|
|
19
|
+
vertexShader:
|
|
20
|
+
/* glsl */
|
|
21
|
+
`
|
|
22
|
+
|
|
23
|
+
varying vec2 vUv;
|
|
24
|
+
|
|
25
|
+
void main() {
|
|
26
|
+
|
|
27
|
+
vUv = uv;
|
|
28
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
29
|
+
|
|
30
|
+
}`,
|
|
31
|
+
fragmentShader:
|
|
32
|
+
/* glsl */
|
|
33
|
+
`
|
|
34
|
+
|
|
35
|
+
uniform sampler2D tDiffuse;
|
|
36
|
+
varying vec2 vUv;
|
|
37
|
+
|
|
38
|
+
uniform vec2 aspect;
|
|
39
|
+
|
|
40
|
+
vec2 texel = vec2( 1.0 / aspect.x, 1.0 / aspect.y );
|
|
41
|
+
|
|
42
|
+
|
|
43
|
+
mat3 G[9];
|
|
44
|
+
|
|
45
|
+
// hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
|
|
46
|
+
|
|
47
|
+
const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
|
|
48
|
+
const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
|
|
49
|
+
const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
|
|
50
|
+
const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
|
|
51
|
+
const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
|
|
52
|
+
const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
|
|
53
|
+
const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
|
|
54
|
+
const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
|
|
55
|
+
const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
|
|
56
|
+
|
|
57
|
+
void main(void)
|
|
58
|
+
{
|
|
59
|
+
|
|
60
|
+
G[0] = g0,
|
|
61
|
+
G[1] = g1,
|
|
62
|
+
G[2] = g2,
|
|
63
|
+
G[3] = g3,
|
|
64
|
+
G[4] = g4,
|
|
65
|
+
G[5] = g5,
|
|
66
|
+
G[6] = g6,
|
|
67
|
+
G[7] = g7,
|
|
68
|
+
G[8] = g8;
|
|
69
|
+
|
|
70
|
+
mat3 I;
|
|
71
|
+
float cnv[9];
|
|
72
|
+
vec3 sample;
|
|
73
|
+
|
|
74
|
+
/* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
|
|
75
|
+
for (float i=0.0; i<3.0; i++) {
|
|
76
|
+
for (float j=0.0; j<3.0; j++) {
|
|
77
|
+
sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
|
|
78
|
+
I[int(i)][int(j)] = length(sample);
|
|
79
|
+
}
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
/* calculate the convolution values for all the masks */
|
|
83
|
+
for (int i=0; i<9; i++) {
|
|
84
|
+
float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
|
|
85
|
+
cnv[i] = dp3 * dp3;
|
|
86
|
+
}
|
|
87
|
+
|
|
88
|
+
float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
|
|
89
|
+
float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
|
|
90
|
+
|
|
91
|
+
gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
|
|
92
|
+
}`
|
|
93
|
+
};
|
|
94
|
+
|
|
95
|
+
THREE.FreiChenShader = FreiChenShader;
|
|
96
|
+
|
|
97
|
+
} )();
|
|
@@ -0,0 +1,44 @@
|
|
|
1
|
+
( function () {
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* Gamma Correction Shader
|
|
5
|
+
* http://en.wikipedia.org/wiki/gamma_correction
|
|
6
|
+
*/
|
|
7
|
+
const GammaCorrectionShader = {
|
|
8
|
+
uniforms: {
|
|
9
|
+
'tDiffuse': {
|
|
10
|
+
value: null
|
|
11
|
+
}
|
|
12
|
+
},
|
|
13
|
+
vertexShader:
|
|
14
|
+
/* glsl */
|
|
15
|
+
`
|
|
16
|
+
|
|
17
|
+
varying vec2 vUv;
|
|
18
|
+
|
|
19
|
+
void main() {
|
|
20
|
+
|
|
21
|
+
vUv = uv;
|
|
22
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
23
|
+
|
|
24
|
+
}`,
|
|
25
|
+
fragmentShader:
|
|
26
|
+
/* glsl */
|
|
27
|
+
`
|
|
28
|
+
|
|
29
|
+
uniform sampler2D tDiffuse;
|
|
30
|
+
|
|
31
|
+
varying vec2 vUv;
|
|
32
|
+
|
|
33
|
+
void main() {
|
|
34
|
+
|
|
35
|
+
vec4 tex = texture2D( tDiffuse, vUv );
|
|
36
|
+
|
|
37
|
+
gl_FragColor = LinearTosRGB( tex );
|
|
38
|
+
|
|
39
|
+
}`
|
|
40
|
+
};
|
|
41
|
+
|
|
42
|
+
THREE.GammaCorrectionShader = GammaCorrectionShader;
|
|
43
|
+
|
|
44
|
+
} )();
|