@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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* God-rays (crepuscular rays)
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*
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* Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
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* Blurs a mask generated from the depth map along radial lines emanating from the light
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* source. The blur repeatedly applies a blur filter of increasing support but constant
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* sample count to produce a blur filter with large support.
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*
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* My implementation performs 3 passes, similar to the implementation from Sousa. I found
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* just 6 samples per pass produced acceptible results. The blur is applied three times,
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* with decreasing filter support. The result is equivalent to a single pass with
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* 6*6*6 = 216 samples.
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*
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* References:
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*
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* Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
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*/
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const GodRaysDepthMaskShader = {
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uniforms: {
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tInput: {
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value: null
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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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varying vec2 vUv;
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uniform sampler2D tInput;
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void main() {
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gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );
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}`
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};
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/**
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* The god-ray generation shader.
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*
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* First pass:
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*
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* The depth map is blurred along radial lines towards the "sun". The
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* output is written to a temporary render target (I used a 1/4 sized
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* target).
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*
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* Pass two & three:
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*
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* The results of the previous pass are re-blurred, each time with a
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* decreased distance between samples.
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*/
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const GodRaysGenerateShader = {
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uniforms: {
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tInput: {
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value: null
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},
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fStepSize: {
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value: 1.0
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},
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vSunPositionScreenSpace: {
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value: new THREE.Vector3()
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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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#define TAPS_PER_PASS 6.0
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varying vec2 vUv;
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uniform sampler2D tInput;
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uniform vec3 vSunPositionScreenSpace;
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uniform float fStepSize; // filter step size
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void main() {
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// delta from current pixel to "sun" position
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vec2 delta = vSunPositionScreenSpace.xy - vUv;
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float dist = length( delta );
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// Step vector (uv space)
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vec2 stepv = fStepSize * delta / dist;
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// Number of iterations between pixel and sun
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float iters = dist/fStepSize;
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vec2 uv = vUv.xy;
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float col = 0.0;
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// This breaks ANGLE in Chrome 22
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// - see http://code.google.com/p/chromium/issues/detail?id=153105
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/*
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// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
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// so i've just left the loop
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"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
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// Accumulate samples, making sure we dont walk past the light source.
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// The check for uv.y < 1 would not be necessary with "border" UV wrap
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// mode, with a black border color. I don't think this is currently
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// exposed by three.js. As a result there might be artifacts when the
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// sun is to the left, right or bottom of screen as these cases are
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// not specifically handled.
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" col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
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" uv += stepv;",
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"}",
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*/
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// Unrolling loop manually makes it work in ANGLE
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float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) ); // used to fade out godrays
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if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
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uv += stepv;
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// Should technically be dividing by 'iters but 'TAPS_PER_PASS' smooths out
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// objectionable artifacts, in particular near the sun position. The side
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// effect is that the result is darker than it should be around the sun, as
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// TAPS_PER_PASS is greater than the number of samples actually accumulated.
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// When the result is inverted (in the shader 'godrays_combine this produces
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// a slight bright spot at the position of the sun, even when it is occluded.
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gl_FragColor = vec4( col/TAPS_PER_PASS );
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gl_FragColor.a = 1.0;
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}`
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};
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/**
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* Additively applies god rays from texture tGodRays to a background (tColors).
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* fGodRayIntensity attenuates the god rays.
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*/
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const GodRaysCombineShader = {
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uniforms: {
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tColors: {
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value: null
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},
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tGodRays: {
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value: null
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},
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fGodRayIntensity: {
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value: 0.69
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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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varying vec2 vUv;
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uniform sampler2D tColors;
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uniform sampler2D tGodRays;
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uniform float fGodRayIntensity;
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void main() {
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// Since THREE.MeshDepthMaterial renders foreground objects white and background
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// objects black, the god-rays will be white streaks. Therefore value is inverted
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// before being combined with tColors
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gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );
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gl_FragColor.a = 1.0;
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}`
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};
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/**
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* A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
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* cheaper/faster/simpler to implement this as a simple sun sprite.
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*/
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const GodRaysFakeSunShader = {
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uniforms: {
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vSunPositionScreenSpace: {
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value: new THREE.Vector3()
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},
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fAspect: {
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value: 1.0
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},
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sunColor: {
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value: new THREE.Color( 0xffee00 )
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},
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bgColor: {
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value: new THREE.Color( 0x000000 )
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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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fragmentShader:
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/* glsl */
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`
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varying vec2 vUv;
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uniform vec3 vSunPositionScreenSpace;
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uniform float fAspect;
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uniform vec3 sunColor;
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uniform vec3 bgColor;
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void main() {
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vec2 diff = vUv - vSunPositionScreenSpace.xy;
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diff.x *= fAspect;
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float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );
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prop = 0.35 * pow( 1.0 - prop, 3.0 );
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gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;
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}`
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};
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THREE.GodRaysCombineShader = GodRaysCombineShader;
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THREE.GodRaysDepthMaskShader = GodRaysDepthMaskShader;
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THREE.GodRaysFakeSunShader = GodRaysFakeSunShader;
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THREE.GodRaysGenerateShader = GodRaysGenerateShader;
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} )();
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@@ -0,0 +1,339 @@
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( function () {
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/**
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* RGB Halftone shader for three.js.
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* NOTE:
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* Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
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* Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
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*/
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const HalftoneShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'shape': {
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value: 1
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},
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'radius': {
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value: 4
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},
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'rotateR': {
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value: Math.PI / 12 * 1
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},
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'rotateG': {
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value: Math.PI / 12 * 2
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},
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'rotateB': {
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value: Math.PI / 12 * 3
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},
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'scatter': {
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value: 0
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},
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'width': {
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value: 1
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},
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'height': {
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value: 1
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},
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'blending': {
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value: 1
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},
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'blendingMode': {
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value: 1
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},
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'greyscale': {
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value: false
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},
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'disable': {
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value: false
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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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54
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+
|
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55
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+
varying vec2 vUV;
|
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+
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+
void main() {
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+
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+
vUV = uv;
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+
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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61
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+
|
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+
}`,
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fragmentShader:
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+
/* glsl */
|
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65
|
+
`
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66
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+
|
|
67
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+
#define SQRT2_MINUS_ONE 0.41421356
|
|
68
|
+
#define SQRT2_HALF_MINUS_ONE 0.20710678
|
|
69
|
+
#define PI2 6.28318531
|
|
70
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+
#define SHAPE_DOT 1
|
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71
|
+
#define SHAPE_ELLIPSE 2
|
|
72
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+
#define SHAPE_LINE 3
|
|
73
|
+
#define SHAPE_SQUARE 4
|
|
74
|
+
#define BLENDING_LINEAR 1
|
|
75
|
+
#define BLENDING_MULTIPLY 2
|
|
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|
+
#define BLENDING_ADD 3
|
|
77
|
+
#define BLENDING_LIGHTER 4
|
|
78
|
+
#define BLENDING_DARKER 5
|
|
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|
+
uniform sampler2D tDiffuse;
|
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|
+
uniform float radius;
|
|
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+
uniform float rotateR;
|
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+
uniform float rotateG;
|
|
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+
uniform float rotateB;
|
|
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+
uniform float scatter;
|
|
85
|
+
uniform float width;
|
|
86
|
+
uniform float height;
|
|
87
|
+
uniform int shape;
|
|
88
|
+
uniform bool disable;
|
|
89
|
+
uniform float blending;
|
|
90
|
+
uniform int blendingMode;
|
|
91
|
+
varying vec2 vUV;
|
|
92
|
+
uniform bool greyscale;
|
|
93
|
+
const int samples = 8;
|
|
94
|
+
|
|
95
|
+
float blend( float a, float b, float t ) {
|
|
96
|
+
|
|
97
|
+
// linear blend
|
|
98
|
+
return a * ( 1.0 - t ) + b * t;
|
|
99
|
+
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
float hypot( float x, float y ) {
|
|
103
|
+
|
|
104
|
+
// vector magnitude
|
|
105
|
+
return sqrt( x * x + y * y );
|
|
106
|
+
|
|
107
|
+
}
|
|
108
|
+
|
|
109
|
+
float rand( vec2 seed ){
|
|
110
|
+
|
|
111
|
+
// get pseudo-random number
|
|
112
|
+
return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
|
|
113
|
+
|
|
114
|
+
}
|
|
115
|
+
|
|
116
|
+
float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
|
|
117
|
+
|
|
118
|
+
// apply shape-specific transforms
|
|
119
|
+
float dist = hypot( coord.x - p.x, coord.y - p.y );
|
|
120
|
+
float rad = channel;
|
|
121
|
+
|
|
122
|
+
if ( shape == SHAPE_DOT ) {
|
|
123
|
+
|
|
124
|
+
rad = pow( abs( rad ), 1.125 ) * rad_max;
|
|
125
|
+
|
|
126
|
+
} else if ( shape == SHAPE_ELLIPSE ) {
|
|
127
|
+
|
|
128
|
+
rad = pow( abs( rad ), 1.125 ) * rad_max;
|
|
129
|
+
|
|
130
|
+
if ( dist != 0.0 ) {
|
|
131
|
+
float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );
|
|
132
|
+
dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;
|
|
133
|
+
}
|
|
134
|
+
|
|
135
|
+
} else if ( shape == SHAPE_LINE ) {
|
|
136
|
+
|
|
137
|
+
rad = pow( abs( rad ), 1.5) * rad_max;
|
|
138
|
+
float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;
|
|
139
|
+
dist = hypot( normal.x * dot_p, normal.y * dot_p );
|
|
140
|
+
|
|
141
|
+
} else if ( shape == SHAPE_SQUARE ) {
|
|
142
|
+
|
|
143
|
+
float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;
|
|
144
|
+
float sin_t = abs( sin( theta ) );
|
|
145
|
+
float cos_t = abs( cos( theta ) );
|
|
146
|
+
rad = pow( abs( rad ), 1.4 );
|
|
147
|
+
rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );
|
|
148
|
+
|
|
149
|
+
}
|
|
150
|
+
|
|
151
|
+
return rad - dist;
|
|
152
|
+
|
|
153
|
+
}
|
|
154
|
+
|
|
155
|
+
struct Cell {
|
|
156
|
+
|
|
157
|
+
// grid sample positions
|
|
158
|
+
vec2 normal;
|
|
159
|
+
vec2 p1;
|
|
160
|
+
vec2 p2;
|
|
161
|
+
vec2 p3;
|
|
162
|
+
vec2 p4;
|
|
163
|
+
float samp2;
|
|
164
|
+
float samp1;
|
|
165
|
+
float samp3;
|
|
166
|
+
float samp4;
|
|
167
|
+
|
|
168
|
+
};
|
|
169
|
+
|
|
170
|
+
vec4 getSample( vec2 point ) {
|
|
171
|
+
|
|
172
|
+
// multi-sampled point
|
|
173
|
+
vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );
|
|
174
|
+
float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;
|
|
175
|
+
float step = PI2 / float( samples );
|
|
176
|
+
float dist = radius * 0.66;
|
|
177
|
+
|
|
178
|
+
for ( int i = 0; i < samples; ++i ) {
|
|
179
|
+
|
|
180
|
+
float r = base + step * float( i );
|
|
181
|
+
vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );
|
|
182
|
+
tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );
|
|
183
|
+
|
|
184
|
+
}
|
|
185
|
+
|
|
186
|
+
tex /= float( samples ) + 1.0;
|
|
187
|
+
return tex;
|
|
188
|
+
|
|
189
|
+
}
|
|
190
|
+
|
|
191
|
+
float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
|
|
192
|
+
|
|
193
|
+
// get colour for given point
|
|
194
|
+
float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;
|
|
195
|
+
|
|
196
|
+
if ( channel == 0 ) {
|
|
197
|
+
|
|
198
|
+
c.samp1 = getSample( c.p1 ).r;
|
|
199
|
+
c.samp2 = getSample( c.p2 ).r;
|
|
200
|
+
c.samp3 = getSample( c.p3 ).r;
|
|
201
|
+
c.samp4 = getSample( c.p4 ).r;
|
|
202
|
+
|
|
203
|
+
} else if (channel == 1) {
|
|
204
|
+
|
|
205
|
+
c.samp1 = getSample( c.p1 ).g;
|
|
206
|
+
c.samp2 = getSample( c.p2 ).g;
|
|
207
|
+
c.samp3 = getSample( c.p3 ).g;
|
|
208
|
+
c.samp4 = getSample( c.p4 ).g;
|
|
209
|
+
|
|
210
|
+
} else {
|
|
211
|
+
|
|
212
|
+
c.samp1 = getSample( c.p1 ).b;
|
|
213
|
+
c.samp3 = getSample( c.p3 ).b;
|
|
214
|
+
c.samp2 = getSample( c.p2 ).b;
|
|
215
|
+
c.samp4 = getSample( c.p4 ).b;
|
|
216
|
+
|
|
217
|
+
}
|
|
218
|
+
|
|
219
|
+
dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );
|
|
220
|
+
dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );
|
|
221
|
+
dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );
|
|
222
|
+
dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );
|
|
223
|
+
res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;
|
|
224
|
+
res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;
|
|
225
|
+
res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;
|
|
226
|
+
res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;
|
|
227
|
+
res = clamp( res, 0.0, 1.0 );
|
|
228
|
+
|
|
229
|
+
return res;
|
|
230
|
+
|
|
231
|
+
}
|
|
232
|
+
|
|
233
|
+
Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
|
|
234
|
+
|
|
235
|
+
// get containing cell
|
|
236
|
+
Cell c;
|
|
237
|
+
|
|
238
|
+
// calc grid
|
|
239
|
+
vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );
|
|
240
|
+
float threshold = step * 0.5;
|
|
241
|
+
float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );
|
|
242
|
+
float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );
|
|
243
|
+
vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );
|
|
244
|
+
float offset_normal = mod( hypot( offset.x, offset.y ), step );
|
|
245
|
+
float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;
|
|
246
|
+
float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;
|
|
247
|
+
float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );
|
|
248
|
+
float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;
|
|
249
|
+
float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;
|
|
250
|
+
|
|
251
|
+
// get closest corner
|
|
252
|
+
c.normal = n;
|
|
253
|
+
c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;
|
|
254
|
+
c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;
|
|
255
|
+
|
|
256
|
+
// scatter
|
|
257
|
+
if ( scatter != 0.0 ) {
|
|
258
|
+
|
|
259
|
+
float off_mag = scatter * threshold * 0.5;
|
|
260
|
+
float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;
|
|
261
|
+
c.p1.x += cos( off_angle ) * off_mag;
|
|
262
|
+
c.p1.y += sin( off_angle ) * off_mag;
|
|
263
|
+
|
|
264
|
+
}
|
|
265
|
+
|
|
266
|
+
// find corners
|
|
267
|
+
float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );
|
|
268
|
+
float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );
|
|
269
|
+
c.p2.x = c.p1.x - n.x * normal_step;
|
|
270
|
+
c.p2.y = c.p1.y - n.y * normal_step;
|
|
271
|
+
c.p3.x = c.p1.x + n.y * line_step;
|
|
272
|
+
c.p3.y = c.p1.y - n.x * line_step;
|
|
273
|
+
c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;
|
|
274
|
+
c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;
|
|
275
|
+
|
|
276
|
+
return c;
|
|
277
|
+
|
|
278
|
+
}
|
|
279
|
+
|
|
280
|
+
float blendColour( float a, float b, float t ) {
|
|
281
|
+
|
|
282
|
+
// blend colours
|
|
283
|
+
if ( blendingMode == BLENDING_LINEAR ) {
|
|
284
|
+
return blend( a, b, 1.0 - t );
|
|
285
|
+
} else if ( blendingMode == BLENDING_ADD ) {
|
|
286
|
+
return blend( a, min( 1.0, a + b ), t );
|
|
287
|
+
} else if ( blendingMode == BLENDING_MULTIPLY ) {
|
|
288
|
+
return blend( a, max( 0.0, a * b ), t );
|
|
289
|
+
} else if ( blendingMode == BLENDING_LIGHTER ) {
|
|
290
|
+
return blend( a, max( a, b ), t );
|
|
291
|
+
} else if ( blendingMode == BLENDING_DARKER ) {
|
|
292
|
+
return blend( a, min( a, b ), t );
|
|
293
|
+
} else {
|
|
294
|
+
return blend( a, b, 1.0 - t );
|
|
295
|
+
}
|
|
296
|
+
|
|
297
|
+
}
|
|
298
|
+
|
|
299
|
+
void main() {
|
|
300
|
+
|
|
301
|
+
if ( ! disable ) {
|
|
302
|
+
|
|
303
|
+
// setup
|
|
304
|
+
vec2 p = vec2( vUV.x * width, vUV.y * height );
|
|
305
|
+
vec2 origin = vec2( 0, 0 );
|
|
306
|
+
float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;
|
|
307
|
+
|
|
308
|
+
// get channel samples
|
|
309
|
+
Cell cell_r = getReferenceCell( p, origin, rotateR, radius );
|
|
310
|
+
Cell cell_g = getReferenceCell( p, origin, rotateG, radius );
|
|
311
|
+
Cell cell_b = getReferenceCell( p, origin, rotateB, radius );
|
|
312
|
+
float r = getDotColour( cell_r, p, 0, rotateR, aa );
|
|
313
|
+
float g = getDotColour( cell_g, p, 1, rotateG, aa );
|
|
314
|
+
float b = getDotColour( cell_b, p, 2, rotateB, aa );
|
|
315
|
+
|
|
316
|
+
// blend with original
|
|
317
|
+
vec4 colour = texture2D( tDiffuse, vUV );
|
|
318
|
+
r = blendColour( r, colour.r, blending );
|
|
319
|
+
g = blendColour( g, colour.g, blending );
|
|
320
|
+
b = blendColour( b, colour.b, blending );
|
|
321
|
+
|
|
322
|
+
if ( greyscale ) {
|
|
323
|
+
r = g = b = (r + b + g) / 3.0;
|
|
324
|
+
}
|
|
325
|
+
|
|
326
|
+
gl_FragColor = vec4( r, g, b, 1.0 );
|
|
327
|
+
|
|
328
|
+
} else {
|
|
329
|
+
|
|
330
|
+
gl_FragColor = texture2D( tDiffuse, vUV );
|
|
331
|
+
|
|
332
|
+
}
|
|
333
|
+
|
|
334
|
+
}`
|
|
335
|
+
};
|
|
336
|
+
|
|
337
|
+
THREE.HalftoneShader = HalftoneShader;
|
|
338
|
+
|
|
339
|
+
} )();
|
|
@@ -0,0 +1,62 @@
|
|
|
1
|
+
( function () {
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* Two pass Gaussian blur filter (horizontal and vertical blur shaders)
|
|
5
|
+
* - see http://www.cake23.de/traveling-wavefronts-lit-up.html
|
|
6
|
+
*
|
|
7
|
+
* - 9 samples per pass
|
|
8
|
+
* - standard deviation 2.7
|
|
9
|
+
* - "h" and "v" parameters should be set to "1 / width" and "1 / height"
|
|
10
|
+
*/
|
|
11
|
+
const HorizontalBlurShader = {
|
|
12
|
+
uniforms: {
|
|
13
|
+
'tDiffuse': {
|
|
14
|
+
value: null
|
|
15
|
+
},
|
|
16
|
+
'h': {
|
|
17
|
+
value: 1.0 / 512.0
|
|
18
|
+
}
|
|
19
|
+
},
|
|
20
|
+
vertexShader:
|
|
21
|
+
/* glsl */
|
|
22
|
+
`
|
|
23
|
+
|
|
24
|
+
varying vec2 vUv;
|
|
25
|
+
|
|
26
|
+
void main() {
|
|
27
|
+
|
|
28
|
+
vUv = uv;
|
|
29
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
30
|
+
|
|
31
|
+
}`,
|
|
32
|
+
fragmentShader:
|
|
33
|
+
/* glsl */
|
|
34
|
+
`
|
|
35
|
+
|
|
36
|
+
uniform sampler2D tDiffuse;
|
|
37
|
+
uniform float h;
|
|
38
|
+
|
|
39
|
+
varying vec2 vUv;
|
|
40
|
+
|
|
41
|
+
void main() {
|
|
42
|
+
|
|
43
|
+
vec4 sum = vec4( 0.0 );
|
|
44
|
+
|
|
45
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
|
|
46
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
|
|
47
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
|
|
48
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
|
|
49
|
+
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
|
|
50
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
|
|
51
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
|
|
52
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
|
|
53
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
|
|
54
|
+
|
|
55
|
+
gl_FragColor = sum;
|
|
56
|
+
|
|
57
|
+
}`
|
|
58
|
+
};
|
|
59
|
+
|
|
60
|
+
THREE.HorizontalBlurShader = HorizontalBlurShader;
|
|
61
|
+
|
|
62
|
+
} )();
|