@needle-tools/three 0.145.0

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Files changed (1160) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +84 -0
  3. package/build/three.cjs +36042 -0
  4. package/build/three.js +36048 -0
  5. package/build/three.min.js +6 -0
  6. package/build/three.module.js +49769 -0
  7. package/examples/fonts/LICENSE +13 -0
  8. package/examples/fonts/README.md +11 -0
  9. package/examples/fonts/droid/NOTICE +190 -0
  10. package/examples/fonts/droid/README.txt +18 -0
  11. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  12. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  13. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  14. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  15. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  16. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  17. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  18. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  19. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  20. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff +0 -0
  21. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff2 +0 -0
  22. package/examples/fonts/open-sans/open-sans.css +9 -0
  23. package/examples/fonts/optimer_bold.typeface.json +1 -0
  24. package/examples/fonts/optimer_regular.typeface.json +1 -0
  25. package/examples/fonts/tabler-icons/fonts/tabler-icons.eot +0 -0
  26. package/examples/fonts/tabler-icons/fonts/tabler-icons.svg +3966 -0
  27. package/examples/fonts/tabler-icons/fonts/tabler-icons.ttf +0 -0
  28. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff +0 -0
  29. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff2 +0 -0
  30. package/examples/fonts/tabler-icons/tabler-icons.min.css +4 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/js/animation/AnimationClipCreator.js +97 -0
  34. package/examples/js/animation/CCDIKSolver.js +433 -0
  35. package/examples/js/animation/MMDAnimationHelper.js +1117 -0
  36. package/examples/js/animation/MMDPhysics.js +1238 -0
  37. package/examples/js/cameras/CinematicCamera.js +157 -0
  38. package/examples/js/controls/ArcballControls.js +3037 -0
  39. package/examples/js/controls/DragControls.js +230 -0
  40. package/examples/js/controls/FirstPersonControls.js +334 -0
  41. package/examples/js/controls/FlyControls.js +347 -0
  42. package/examples/js/controls/OrbitControls.js +1075 -0
  43. package/examples/js/controls/PointerLockControls.js +153 -0
  44. package/examples/js/controls/TrackballControls.js +782 -0
  45. package/examples/js/controls/TransformControls.js +1386 -0
  46. package/examples/js/csm/CSM.js +382 -0
  47. package/examples/js/csm/CSMFrustum.js +133 -0
  48. package/examples/js/csm/CSMHelper.js +145 -0
  49. package/examples/js/csm/CSMShader.js +257 -0
  50. package/examples/js/curves/CurveExtras.js +348 -0
  51. package/examples/js/curves/NURBSCurve.js +75 -0
  52. package/examples/js/curves/NURBSSurface.js +54 -0
  53. package/examples/js/curves/NURBSUtils.js +476 -0
  54. package/examples/js/effects/AnaglyphEffect.js +100 -0
  55. package/examples/js/effects/AsciiEffect.js +259 -0
  56. package/examples/js/effects/OutlineEffect.js +454 -0
  57. package/examples/js/effects/ParallaxBarrierEffect.js +75 -0
  58. package/examples/js/effects/PeppersGhostEffect.js +166 -0
  59. package/examples/js/effects/StereoEffect.js +50 -0
  60. package/examples/js/environments/DebugEnvironment.js +53 -0
  61. package/examples/js/environments/RoomEnvironment.js +122 -0
  62. package/examples/js/exporters/ColladaExporter.js +504 -0
  63. package/examples/js/exporters/DRACOExporter.js +212 -0
  64. package/examples/js/exporters/EXRExporter.js +458 -0
  65. package/examples/js/exporters/GLTFExporter.js +2543 -0
  66. package/examples/js/exporters/MMDExporter.js +194 -0
  67. package/examples/js/exporters/OBJExporter.js +251 -0
  68. package/examples/js/exporters/PLYExporter.js +422 -0
  69. package/examples/js/exporters/STLExporter.js +190 -0
  70. package/examples/js/exporters/USDZExporter.js +523 -0
  71. package/examples/js/geometries/BoxLineGeometry.js +60 -0
  72. package/examples/js/geometries/ConvexGeometry.js +48 -0
  73. package/examples/js/geometries/DecalGeometry.js +291 -0
  74. package/examples/js/geometries/LightningStrike.js +874 -0
  75. package/examples/js/geometries/ParametricGeometries.js +215 -0
  76. package/examples/js/geometries/ParametricGeometry.js +108 -0
  77. package/examples/js/geometries/RoundedBoxGeometry.js +140 -0
  78. package/examples/js/geometries/TeapotGeometry.js +331 -0
  79. package/examples/js/geometries/TextGeometry.js +51 -0
  80. package/examples/js/helpers/LightProbeHelper.js +49 -0
  81. package/examples/js/helpers/OctreeHelper.js +74 -0
  82. package/examples/js/helpers/PositionalAudioHelper.js +89 -0
  83. package/examples/js/helpers/RectAreaLightHelper.js +74 -0
  84. package/examples/js/helpers/VertexNormalsHelper.js +72 -0
  85. package/examples/js/helpers/VertexTangentsHelper.js +62 -0
  86. package/examples/js/helpers/ViewHelper.js +266 -0
  87. package/examples/js/interactive/HTMLMesh.js +508 -0
  88. package/examples/js/interactive/InteractiveGroup.js +101 -0
  89. package/examples/js/interactive/SelectionBox.js +262 -0
  90. package/examples/js/interactive/SelectionHelper.js +91 -0
  91. package/examples/js/libs/ammo.wasm.js +822 -0
  92. package/examples/js/libs/ammo.wasm.wasm +0 -0
  93. package/examples/js/libs/basis/README.md +46 -0
  94. package/examples/js/libs/basis/basis_transcoder.js +21 -0
  95. package/examples/js/libs/basis/basis_transcoder.wasm +0 -0
  96. package/examples/js/libs/chevrotain.min.js +3 -0
  97. package/examples/js/libs/draco/README.md +32 -0
  98. package/examples/js/libs/draco/draco_decoder.js +52 -0
  99. package/examples/js/libs/draco/draco_decoder.wasm +0 -0
  100. package/examples/js/libs/draco/draco_encoder.js +33 -0
  101. package/examples/js/libs/draco/draco_wasm_wrapper.js +104 -0
  102. package/examples/js/libs/draco/gltf/draco_decoder.js +48 -0
  103. package/examples/js/libs/draco/gltf/draco_decoder.wasm +0 -0
  104. package/examples/js/libs/draco/gltf/draco_encoder.js +33 -0
  105. package/examples/js/libs/draco/gltf/draco_wasm_wrapper.js +104 -0
  106. package/examples/js/libs/fflate.min.js +7 -0
  107. package/examples/js/libs/ktx-parse.umd.js +1 -0
  108. package/examples/js/libs/lottie_canvas.js +12751 -0
  109. package/examples/js/libs/meshopt_decoder.js +188 -0
  110. package/examples/js/libs/opentype.min.js +1 -0
  111. package/examples/js/libs/stats.min.js +5 -0
  112. package/examples/js/lights/LightProbeGenerator.js +228 -0
  113. package/examples/js/lights/RectAreaLightUniformsLib.js +56 -0
  114. package/examples/js/lines/Line2.js +19 -0
  115. package/examples/js/lines/LineGeometry.js +71 -0
  116. package/examples/js/lines/LineMaterial.js +642 -0
  117. package/examples/js/lines/LineSegments2.js +362 -0
  118. package/examples/js/lines/LineSegmentsGeometry.js +219 -0
  119. package/examples/js/lines/Wireframe.js +52 -0
  120. package/examples/js/lines/WireframeGeometry2.js +18 -0
  121. package/examples/js/loaders/3DMLoader.js +1370 -0
  122. package/examples/js/loaders/3MFLoader.js +1340 -0
  123. package/examples/js/loaders/AMFLoader.js +529 -0
  124. package/examples/js/loaders/BVHLoader.js +394 -0
  125. package/examples/js/loaders/BasisTextureLoader.js +736 -0
  126. package/examples/js/loaders/ColladaLoader.js +3821 -0
  127. package/examples/js/loaders/DDSLoader.js +245 -0
  128. package/examples/js/loaders/DRACOLoader.js +548 -0
  129. package/examples/js/loaders/EXRLoader.js +2136 -0
  130. package/examples/js/loaders/FBXLoader.js +3835 -0
  131. package/examples/js/loaders/FontLoader.js +169 -0
  132. package/examples/js/loaders/GCodeLoader.js +256 -0
  133. package/examples/js/loaders/GLTFLoader.js +4159 -0
  134. package/examples/js/loaders/HDRCubeTextureLoader.js +93 -0
  135. package/examples/js/loaders/KMZLoader.js +125 -0
  136. package/examples/js/loaders/KTXLoader.js +177 -0
  137. package/examples/js/loaders/LDrawLoader.js +2374 -0
  138. package/examples/js/loaders/LUT3dlLoader.js +139 -0
  139. package/examples/js/loaders/LUTCubeLoader.js +140 -0
  140. package/examples/js/loaders/LWOLoader.js +966 -0
  141. package/examples/js/loaders/LogLuvLoader.js +765 -0
  142. package/examples/js/loaders/LottieLoader.js +62 -0
  143. package/examples/js/loaders/MD2Loader.js +249 -0
  144. package/examples/js/loaders/MDDLoader.js +95 -0
  145. package/examples/js/loaders/MMDLoader.js +1924 -0
  146. package/examples/js/loaders/MTLLoader.js +501 -0
  147. package/examples/js/loaders/NRRDLoader.js +649 -0
  148. package/examples/js/loaders/OBJLoader.js +804 -0
  149. package/examples/js/loaders/PCDLoader.js +408 -0
  150. package/examples/js/loaders/PDBLoader.js +313 -0
  151. package/examples/js/loaders/PLYLoader.js +562 -0
  152. package/examples/js/loaders/PRWMLoader.js +260 -0
  153. package/examples/js/loaders/PVRLoader.js +227 -0
  154. package/examples/js/loaders/RGBELoader.js +467 -0
  155. package/examples/js/loaders/RGBMLoader.js +1415 -0
  156. package/examples/js/loaders/STLLoader.js +371 -0
  157. package/examples/js/loaders/SVGLoader.js +2655 -0
  158. package/examples/js/loaders/TDSLoader.js +1029 -0
  159. package/examples/js/loaders/TGALoader.js +486 -0
  160. package/examples/js/loaders/TIFFLoader.js +31 -0
  161. package/examples/js/loaders/TTFLoader.js +211 -0
  162. package/examples/js/loaders/TiltLoader.js +460 -0
  163. package/examples/js/loaders/VOXLoader.js +248 -0
  164. package/examples/js/loaders/VRMLLoader.js +3237 -0
  165. package/examples/js/loaders/VTKLoader.js +1095 -0
  166. package/examples/js/loaders/XYZLoader.js +91 -0
  167. package/examples/js/loaders/lwo/IFFParser.js +1148 -0
  168. package/examples/js/loaders/lwo/LWO2Parser.js +448 -0
  169. package/examples/js/loaders/lwo/LWO3Parser.js +402 -0
  170. package/examples/js/materials/MeshGouraudMaterial.js +385 -0
  171. package/examples/js/math/Capsule.js +120 -0
  172. package/examples/js/math/ColorConverter.js +33 -0
  173. package/examples/js/math/ConvexHull.js +1110 -0
  174. package/examples/js/math/ImprovedNoise.js +66 -0
  175. package/examples/js/math/Lut.js +171 -0
  176. package/examples/js/math/MeshSurfaceSampler.js +193 -0
  177. package/examples/js/math/OBB.js +341 -0
  178. package/examples/js/math/Octree.js +465 -0
  179. package/examples/js/math/SimplexNoise.js +459 -0
  180. package/examples/js/misc/ConvexObjectBreaker.js +485 -0
  181. package/examples/js/misc/GPUComputationRenderer.js +397 -0
  182. package/examples/js/misc/Gyroscope.js +60 -0
  183. package/examples/js/misc/MD2Character.js +244 -0
  184. package/examples/js/misc/MD2CharacterComplex.js +494 -0
  185. package/examples/js/misc/MorphAnimMesh.js +69 -0
  186. package/examples/js/misc/MorphBlendMesh.js +292 -0
  187. package/examples/js/misc/ProgressiveLightMap.js +331 -0
  188. package/examples/js/misc/RollerCoaster.js +437 -0
  189. package/examples/js/misc/TubePainter.js +161 -0
  190. package/examples/js/misc/Volume.js +466 -0
  191. package/examples/js/misc/VolumeSlice.js +224 -0
  192. package/examples/js/modifiers/CurveModifier.js +311 -0
  193. package/examples/js/modifiers/EdgeSplitModifier.js +258 -0
  194. package/examples/js/modifiers/SimplifyModifier.js +468 -0
  195. package/examples/js/modifiers/TessellateModifier.js +283 -0
  196. package/examples/js/objects/GroundProjectedEnv.js +193 -0
  197. package/examples/js/objects/Lensflare.js +347 -0
  198. package/examples/js/objects/LightningStorm.js +209 -0
  199. package/examples/js/objects/MarchingCubes.js +738 -0
  200. package/examples/js/objects/Reflector.js +214 -0
  201. package/examples/js/objects/ReflectorForSSRPass.js +319 -0
  202. package/examples/js/objects/Refractor.js +261 -0
  203. package/examples/js/objects/ShadowMesh.js +60 -0
  204. package/examples/js/objects/Sky.js +223 -0
  205. package/examples/js/objects/Water.js +287 -0
  206. package/examples/js/objects/Water2.js +306 -0
  207. package/examples/js/physics/AmmoPhysics.js +256 -0
  208. package/examples/js/physics/OimoPhysics.js +215 -0
  209. package/examples/js/postprocessing/AdaptiveToneMappingPass.js +342 -0
  210. package/examples/js/postprocessing/AfterimagePass.js +70 -0
  211. package/examples/js/postprocessing/BloomPass.js +114 -0
  212. package/examples/js/postprocessing/BokehPass.js +103 -0
  213. package/examples/js/postprocessing/ClearPass.js +44 -0
  214. package/examples/js/postprocessing/CubeTexturePass.js +57 -0
  215. package/examples/js/postprocessing/DotScreenPass.js +49 -0
  216. package/examples/js/postprocessing/EffectComposer.js +279 -0
  217. package/examples/js/postprocessing/FilmPass.js +50 -0
  218. package/examples/js/postprocessing/GlitchPass.js +105 -0
  219. package/examples/js/postprocessing/HalftonePass.js +75 -0
  220. package/examples/js/postprocessing/LUTPass.js +184 -0
  221. package/examples/js/postprocessing/MaskPass.js +92 -0
  222. package/examples/js/postprocessing/OutlinePass.js +589 -0
  223. package/examples/js/postprocessing/Pass.js +75 -0
  224. package/examples/js/postprocessing/RenderPass.js +74 -0
  225. package/examples/js/postprocessing/SAOPass.js +366 -0
  226. package/examples/js/postprocessing/SMAAPass.js +153 -0
  227. package/examples/js/postprocessing/SSAARenderPass.js +156 -0
  228. package/examples/js/postprocessing/SSAOPass.js +351 -0
  229. package/examples/js/postprocessing/SSRPass.js +550 -0
  230. package/examples/js/postprocessing/SavePass.js +51 -0
  231. package/examples/js/postprocessing/ShaderPass.js +63 -0
  232. package/examples/js/postprocessing/TAARenderPass.js +128 -0
  233. package/examples/js/postprocessing/TexturePass.js +46 -0
  234. package/examples/js/postprocessing/UnrealBloomPass.js +357 -0
  235. package/examples/js/renderers/CSS2DRenderer.js +197 -0
  236. package/examples/js/renderers/CSS3DRenderer.js +258 -0
  237. package/examples/js/renderers/Projector.js +874 -0
  238. package/examples/js/renderers/SVGRenderer.js +537 -0
  239. package/examples/js/shaders/ACESFilmicToneMappingShader.js +92 -0
  240. package/examples/js/shaders/AfterimageShader.js +63 -0
  241. package/examples/js/shaders/BasicShader.js +30 -0
  242. package/examples/js/shaders/BleachBypassShader.js +65 -0
  243. package/examples/js/shaders/BlendShader.js +57 -0
  244. package/examples/js/shaders/BokehShader.js +159 -0
  245. package/examples/js/shaders/BokehShader2.js +428 -0
  246. package/examples/js/shaders/BrightnessContrastShader.js +61 -0
  247. package/examples/js/shaders/ColorCorrectionShader.js +56 -0
  248. package/examples/js/shaders/ColorifyShader.js +51 -0
  249. package/examples/js/shaders/ConvolutionShader.js +97 -0
  250. package/examples/js/shaders/CopyShader.js +48 -0
  251. package/examples/js/shaders/DOFMipMapShader.js +63 -0
  252. package/examples/js/shaders/DepthLimitedBlurShader.js +180 -0
  253. package/examples/js/shaders/DigitalGlitch.js +130 -0
  254. package/examples/js/shaders/DotScreenShader.js +76 -0
  255. package/examples/js/shaders/FXAAShader.js +286 -0
  256. package/examples/js/shaders/FilmShader.js +113 -0
  257. package/examples/js/shaders/FocusShader.js +98 -0
  258. package/examples/js/shaders/FreiChenShader.js +97 -0
  259. package/examples/js/shaders/GammaCorrectionShader.js +44 -0
  260. package/examples/js/shaders/GodRaysShader.js +297 -0
  261. package/examples/js/shaders/HalftoneShader.js +339 -0
  262. package/examples/js/shaders/HorizontalBlurShader.js +62 -0
  263. package/examples/js/shaders/HorizontalTiltShiftShader.js +68 -0
  264. package/examples/js/shaders/HueSaturationShader.js +72 -0
  265. package/examples/js/shaders/KaleidoShader.js +63 -0
  266. package/examples/js/shaders/LuminosityHighPassShader.js +71 -0
  267. package/examples/js/shaders/LuminosityShader.js +49 -0
  268. package/examples/js/shaders/MMDToonShader.js +100 -0
  269. package/examples/js/shaders/MirrorShader.js +59 -0
  270. package/examples/js/shaders/NormalMapShader.js +59 -0
  271. package/examples/js/shaders/PixelShader.js +51 -0
  272. package/examples/js/shaders/RGBShiftShader.js +59 -0
  273. package/examples/js/shaders/SAOShader.js +213 -0
  274. package/examples/js/shaders/SMAAShader.js +466 -0
  275. package/examples/js/shaders/SSAOShader.js +299 -0
  276. package/examples/js/shaders/SSRShader.js +393 -0
  277. package/examples/js/shaders/SepiaShader.js +55 -0
  278. package/examples/js/shaders/SobelOperatorShader.js +92 -0
  279. package/examples/js/shaders/SubsurfaceScatteringShader.js +49 -0
  280. package/examples/js/shaders/TechnicolorShader.js +46 -0
  281. package/examples/js/shaders/ToneMapShader.js +87 -0
  282. package/examples/js/shaders/ToonShader.js +351 -0
  283. package/examples/js/shaders/TriangleBlurShader.js +74 -0
  284. package/examples/js/shaders/UnpackDepthRGBAShader.js +50 -0
  285. package/examples/js/shaders/VerticalBlurShader.js +62 -0
  286. package/examples/js/shaders/VerticalTiltShiftShader.js +68 -0
  287. package/examples/js/shaders/VignetteShader.js +56 -0
  288. package/examples/js/shaders/VolumeShader.js +300 -0
  289. package/examples/js/shaders/WaterRefractionShader.js +88 -0
  290. package/examples/js/textures/FlakesTexture.js +41 -0
  291. package/examples/js/utils/BufferGeometryUtils.js +1094 -0
  292. package/examples/js/utils/CameraUtils.js +86 -0
  293. package/examples/js/utils/GPUStatsPanel.js +134 -0
  294. package/examples/js/utils/GeometryCompressionUtils.js +574 -0
  295. package/examples/js/utils/GeometryUtils.js +173 -0
  296. package/examples/js/utils/LDrawUtils.js +182 -0
  297. package/examples/js/utils/PackedPhongMaterial.js +107 -0
  298. package/examples/js/utils/SceneUtils.js +103 -0
  299. package/examples/js/utils/ShadowMapViewer.js +180 -0
  300. package/examples/js/utils/SkeletonUtils.js +507 -0
  301. package/examples/js/utils/UVsDebug.js +135 -0
  302. package/examples/js/utils/WorkerPool.js +115 -0
  303. package/examples/jsm/animation/AnimationClipCreator.js +114 -0
  304. package/examples/jsm/animation/CCDIKSolver.js +482 -0
  305. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
  306. package/examples/jsm/animation/MMDPhysics.js +1406 -0
  307. package/examples/jsm/cameras/CinematicCamera.js +209 -0
  308. package/examples/jsm/capabilities/WebGL.js +91 -0
  309. package/examples/jsm/capabilities/WebGPU.js +39 -0
  310. package/examples/jsm/controls/ArcballControls.js +3216 -0
  311. package/examples/jsm/controls/DragControls.js +220 -0
  312. package/examples/jsm/controls/FirstPersonControls.js +325 -0
  313. package/examples/jsm/controls/FlyControls.js +284 -0
  314. package/examples/jsm/controls/OrbitControls.js +1249 -0
  315. package/examples/jsm/controls/PointerLockControls.js +157 -0
  316. package/examples/jsm/controls/TrackballControls.js +814 -0
  317. package/examples/jsm/controls/TransformControls.js +1558 -0
  318. package/examples/jsm/csm/CSM.js +378 -0
  319. package/examples/jsm/csm/CSMFrustum.js +152 -0
  320. package/examples/jsm/csm/CSMHelper.js +193 -0
  321. package/examples/jsm/csm/CSMShader.js +251 -0
  322. package/examples/jsm/curves/CurveExtras.js +422 -0
  323. package/examples/jsm/curves/NURBSCurve.js +80 -0
  324. package/examples/jsm/curves/NURBSSurface.js +52 -0
  325. package/examples/jsm/curves/NURBSUtils.js +487 -0
  326. package/examples/jsm/effects/AnaglyphEffect.js +168 -0
  327. package/examples/jsm/effects/AsciiEffect.js +266 -0
  328. package/examples/jsm/effects/OutlineEffect.js +553 -0
  329. package/examples/jsm/effects/ParallaxBarrierEffect.js +116 -0
  330. package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
  331. package/examples/jsm/effects/StereoEffect.js +55 -0
  332. package/examples/jsm/environments/DebugEnvironment.js +52 -0
  333. package/examples/jsm/environments/RoomEnvironment.js +144 -0
  334. package/examples/jsm/exporters/ColladaExporter.js +713 -0
  335. package/examples/jsm/exporters/DRACOExporter.js +225 -0
  336. package/examples/jsm/exporters/EXRExporter.js +507 -0
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  1002. package/src/renderers/shaders/ShaderChunk/color_fragment.glsl.js +11 -0
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  1004. package/src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js +11 -0
  1005. package/src/renderers/shaders/ShaderChunk/color_vertex.glsl.js +23 -0
  1006. package/src/renderers/shaders/ShaderChunk/common.glsl.js +118 -0
  1007. package/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js +191 -0
  1008. package/src/renderers/shaders/ShaderChunk/default_fragment.glsl.js +5 -0
  1009. package/src/renderers/shaders/ShaderChunk/default_vertex.glsl.js +5 -0
  1010. package/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js +36 -0
  1011. package/src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js +9 -0
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  1013. package/src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js +7 -0
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  1017. package/src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js +3 -0
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  1019. package/src/renderers/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.js +14 -0
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  1021. package/src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js +21 -0
  1022. package/src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl.js +22 -0
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  1024. package/src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js +37 -0
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  1044. package/src/renderers/shaders/ShaderChunk/lights_toon_fragment.glsl.js +4 -0
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@@ -0,0 +1,213 @@
1
+ ( function () {
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+
3
+ /**
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+ * TODO
5
+ */
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+
7
+ const SAOShader = {
8
+ defines: {
9
+ 'NUM_SAMPLES': 7,
10
+ 'NUM_RINGS': 4,
11
+ 'NORMAL_TEXTURE': 0,
12
+ 'DIFFUSE_TEXTURE': 0,
13
+ 'DEPTH_PACKING': 1,
14
+ 'PERSPECTIVE_CAMERA': 1
15
+ },
16
+ uniforms: {
17
+ 'tDepth': {
18
+ value: null
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+ },
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+ 'tDiffuse': {
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+ value: null
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+ },
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+ 'tNormal': {
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+ value: null
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+ },
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+ 'size': {
27
+ value: new THREE.Vector2( 512, 512 )
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+ },
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+ 'cameraNear': {
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+ value: 1
31
+ },
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+ 'cameraFar': {
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+ value: 100
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+ },
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+ 'cameraProjectionMatrix': {
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+ value: new THREE.Matrix4()
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+ },
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+ 'cameraInverseProjectionMatrix': {
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+ value: new THREE.Matrix4()
40
+ },
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+ 'scale': {
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+ value: 1.0
43
+ },
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+ 'intensity': {
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+ value: 0.1
46
+ },
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+ 'bias': {
48
+ value: 0.5
49
+ },
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+ 'minResolution': {
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+ value: 0.0
52
+ },
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+ 'kernelRadius': {
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+ value: 100.0
55
+ },
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+ 'randomSeed': {
57
+ value: 0.0
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+ }
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+ },
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+ vertexShader:
61
+ /* glsl */
62
+ `
63
+
64
+ varying vec2 vUv;
65
+
66
+ void main() {
67
+ vUv = uv;
68
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
69
+ }`,
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+ fragmentShader:
71
+ /* glsl */
72
+ `
73
+
74
+ #include <common>
75
+
76
+ varying vec2 vUv;
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+
78
+ #if DIFFUSE_TEXTURE == 1
79
+ uniform sampler2D tDiffuse;
80
+ #endif
81
+
82
+ uniform sampler2D tDepth;
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+
84
+ #if NORMAL_TEXTURE == 1
85
+ uniform sampler2D tNormal;
86
+ #endif
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+
88
+ uniform float cameraNear;
89
+ uniform float cameraFar;
90
+ uniform mat4 cameraProjectionMatrix;
91
+ uniform mat4 cameraInverseProjectionMatrix;
92
+
93
+ uniform float scale;
94
+ uniform float intensity;
95
+ uniform float bias;
96
+ uniform float kernelRadius;
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+ uniform float minResolution;
98
+ uniform vec2 size;
99
+ uniform float randomSeed;
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+
101
+ // RGBA depth
102
+
103
+ #include <packing>
104
+
105
+ vec4 getDefaultColor( const in vec2 screenPosition ) {
106
+ #if DIFFUSE_TEXTURE == 1
107
+ return texture2D( tDiffuse, vUv );
108
+ #else
109
+ return vec4( 1.0 );
110
+ #endif
111
+ }
112
+
113
+ float getDepth( const in vec2 screenPosition ) {
114
+ #if DEPTH_PACKING == 1
115
+ return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
116
+ #else
117
+ return texture2D( tDepth, screenPosition ).x;
118
+ #endif
119
+ }
120
+
121
+ float getViewZ( const in float depth ) {
122
+ #if PERSPECTIVE_CAMERA == 1
123
+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
124
+ #else
125
+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
126
+ #endif
127
+ }
128
+
129
+ vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
130
+ float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
131
+ vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
132
+ clipPosition *= clipW; // unprojection.
133
+
134
+ return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
135
+ }
136
+
137
+ vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {
138
+ #if NORMAL_TEXTURE == 1
139
+ return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
140
+ #else
141
+ return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );
142
+ #endif
143
+ }
144
+
145
+ float scaleDividedByCameraFar;
146
+ float minResolutionMultipliedByCameraFar;
147
+
148
+ float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
149
+ vec3 viewDelta = sampleViewPosition - centerViewPosition;
150
+ float viewDistance = length( viewDelta );
151
+ float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
152
+
153
+ return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );
154
+ }
155
+
156
+ // moving costly divides into consts
157
+ const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
158
+ const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
159
+
160
+ float getAmbientOcclusion( const in vec3 centerViewPosition ) {
161
+ // precompute some variables require in getOcclusion.
162
+ scaleDividedByCameraFar = scale / cameraFar;
163
+ minResolutionMultipliedByCameraFar = minResolution * cameraFar;
164
+ vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );
165
+
166
+ // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
167
+ float angle = rand( vUv + randomSeed ) * PI2;
168
+ vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;
169
+ vec2 radiusStep = radius;
170
+
171
+ float occlusionSum = 0.0;
172
+ float weightSum = 0.0;
173
+
174
+ for( int i = 0; i < NUM_SAMPLES; i ++ ) {
175
+ vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
176
+ radius += radiusStep;
177
+ angle += ANGLE_STEP;
178
+
179
+ float sampleDepth = getDepth( sampleUv );
180
+ if( sampleDepth >= ( 1.0 - EPSILON ) ) {
181
+ continue;
182
+ }
183
+
184
+ float sampleViewZ = getViewZ( sampleDepth );
185
+ vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
186
+ occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
187
+ weightSum += 1.0;
188
+ }
189
+
190
+ if( weightSum == 0.0 ) discard;
191
+
192
+ return occlusionSum * ( intensity / weightSum );
193
+ }
194
+
195
+ void main() {
196
+ float centerDepth = getDepth( vUv );
197
+ if( centerDepth >= ( 1.0 - EPSILON ) ) {
198
+ discard;
199
+ }
200
+
201
+ float centerViewZ = getViewZ( centerDepth );
202
+ vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );
203
+
204
+ float ambientOcclusion = getAmbientOcclusion( viewPosition );
205
+
206
+ gl_FragColor = getDefaultColor( vUv );
207
+ gl_FragColor.xyz *= 1.0 - ambientOcclusion;
208
+ }`
209
+ };
210
+
211
+ THREE.SAOShader = SAOShader;
212
+
213
+ } )();
@@ -0,0 +1,466 @@
1
+ ( function () {
2
+
3
+ /**
4
+ * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
5
+ * Preset: SMAA 1x Medium (with color edge detection)
6
+ * https://github.com/iryoku/smaa/releases/tag/v2.8
7
+ */
8
+
9
+ const SMAAEdgesShader = {
10
+ defines: {
11
+ 'SMAA_THRESHOLD': '0.1'
12
+ },
13
+ uniforms: {
14
+ 'tDiffuse': {
15
+ value: null
16
+ },
17
+ 'resolution': {
18
+ value: new THREE.Vector2( 1 / 1024, 1 / 512 )
19
+ }
20
+ },
21
+ vertexShader:
22
+ /* glsl */
23
+ `
24
+
25
+ uniform vec2 resolution;
26
+
27
+ varying vec2 vUv;
28
+ varying vec4 vOffset[ 3 ];
29
+
30
+ void SMAAEdgeDetectionVS( vec2 texcoord ) {
31
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
32
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
33
+ vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
34
+ }
35
+
36
+ void main() {
37
+
38
+ vUv = uv;
39
+
40
+ SMAAEdgeDetectionVS( vUv );
41
+
42
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
43
+
44
+ }`,
45
+ fragmentShader:
46
+ /* glsl */
47
+ `
48
+
49
+ uniform sampler2D tDiffuse;
50
+
51
+ varying vec2 vUv;
52
+ varying vec4 vOffset[ 3 ];
53
+
54
+ vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
55
+ vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
56
+
57
+ // Calculate color deltas:
58
+ vec4 delta;
59
+ vec3 C = texture2D( colorTex, texcoord ).rgb;
60
+
61
+ vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
62
+ vec3 t = abs( C - Cleft );
63
+ delta.x = max( max( t.r, t.g ), t.b );
64
+
65
+ vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
66
+ t = abs( C - Ctop );
67
+ delta.y = max( max( t.r, t.g ), t.b );
68
+
69
+ // We do the usual threshold:
70
+ vec2 edges = step( threshold, delta.xy );
71
+
72
+ // Then discard if there is no edge:
73
+ if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
74
+ discard;
75
+
76
+ // Calculate right and bottom deltas:
77
+ vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
78
+ t = abs( C - Cright );
79
+ delta.z = max( max( t.r, t.g ), t.b );
80
+
81
+ vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
82
+ t = abs( C - Cbottom );
83
+ delta.w = max( max( t.r, t.g ), t.b );
84
+
85
+ // Calculate the maximum delta in the direct neighborhood:
86
+ float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
87
+
88
+ // Calculate left-left and top-top deltas:
89
+ vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
90
+ t = abs( C - Cleftleft );
91
+ delta.z = max( max( t.r, t.g ), t.b );
92
+
93
+ vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
94
+ t = abs( C - Ctoptop );
95
+ delta.w = max( max( t.r, t.g ), t.b );
96
+
97
+ // Calculate the final maximum delta:
98
+ maxDelta = max( max( maxDelta, delta.z ), delta.w );
99
+
100
+ // Local contrast adaptation in action:
101
+ edges.xy *= step( 0.5 * maxDelta, delta.xy );
102
+
103
+ return vec4( edges, 0.0, 0.0 );
104
+ }
105
+
106
+ void main() {
107
+
108
+ gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
109
+
110
+ }`
111
+ };
112
+ const SMAAWeightsShader = {
113
+ defines: {
114
+ 'SMAA_MAX_SEARCH_STEPS': '8',
115
+ 'SMAA_AREATEX_MAX_DISTANCE': '16',
116
+ 'SMAA_AREATEX_PIXEL_SIZE': '( 1.0 / vec2( 160.0, 560.0 ) )',
117
+ 'SMAA_AREATEX_SUBTEX_SIZE': '( 1.0 / 7.0 )'
118
+ },
119
+ uniforms: {
120
+ 'tDiffuse': {
121
+ value: null
122
+ },
123
+ 'tArea': {
124
+ value: null
125
+ },
126
+ 'tSearch': {
127
+ value: null
128
+ },
129
+ 'resolution': {
130
+ value: new THREE.Vector2( 1 / 1024, 1 / 512 )
131
+ }
132
+ },
133
+ vertexShader:
134
+ /* glsl */
135
+ `
136
+
137
+ uniform vec2 resolution;
138
+
139
+ varying vec2 vUv;
140
+ varying vec4 vOffset[ 3 ];
141
+ varying vec2 vPixcoord;
142
+
143
+ void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
144
+ vPixcoord = texcoord / resolution;
145
+
146
+ // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
147
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components
148
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components
149
+
150
+ // And these for the searches, they indicate the ends of the loops:
151
+ vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
152
+
153
+ }
154
+
155
+ void main() {
156
+
157
+ vUv = uv;
158
+
159
+ SMAABlendingWeightCalculationVS( vUv );
160
+
161
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
162
+
163
+ }`,
164
+ fragmentShader:
165
+ /* glsl */
166
+ `
167
+
168
+ #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
169
+
170
+ uniform sampler2D tDiffuse;
171
+ uniform sampler2D tArea;
172
+ uniform sampler2D tSearch;
173
+ uniform vec2 resolution;
174
+
175
+ varying vec2 vUv;
176
+ varying vec4 vOffset[3];
177
+ varying vec2 vPixcoord;
178
+
179
+ #if __VERSION__ == 100
180
+ vec2 round( vec2 x ) {
181
+ return sign( x ) * floor( abs( x ) + 0.5 );
182
+ }
183
+ #endif
184
+
185
+ float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
186
+ // Not required if searchTex accesses are set to point:
187
+ // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
188
+ // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
189
+ // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
190
+ e.r = bias + e.r * scale;
191
+ return 255.0 * texture2D( searchTex, e, 0.0 ).r;
192
+ }
193
+
194
+ float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
195
+ /**
196
+ * @PSEUDO_GATHER4
197
+ * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
198
+ * sample between edge, thus fetching four edges in a row.
199
+ * Sampling with different offsets in each direction allows to disambiguate
200
+ * which edges are active from the four fetched ones.
201
+ */
202
+ vec2 e = vec2( 0.0, 1.0 );
203
+
204
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
205
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
206
+ texcoord -= vec2( 2.0, 0.0 ) * resolution;
207
+ if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
208
+ }
209
+
210
+ // We correct the previous (-0.25, -0.125) offset we applied:
211
+ texcoord.x += 0.25 * resolution.x;
212
+
213
+ // The searches are bias by 1, so adjust the coords accordingly:
214
+ texcoord.x += resolution.x;
215
+
216
+ // Disambiguate the length added by the last step:
217
+ texcoord.x += 2.0 * resolution.x; // Undo last step
218
+ texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
219
+
220
+ return texcoord.x;
221
+ }
222
+
223
+ float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
224
+ vec2 e = vec2( 0.0, 1.0 );
225
+
226
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
227
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
228
+ texcoord += vec2( 2.0, 0.0 ) * resolution;
229
+ if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
230
+ }
231
+
232
+ texcoord.x -= 0.25 * resolution.x;
233
+ texcoord.x -= resolution.x;
234
+ texcoord.x -= 2.0 * resolution.x;
235
+ texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
236
+
237
+ return texcoord.x;
238
+ }
239
+
240
+ float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
241
+ vec2 e = vec2( 1.0, 0.0 );
242
+
243
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
244
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
245
+ texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
246
+ if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
247
+ }
248
+
249
+ texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
250
+ texcoord.y -= resolution.y; // WebGL port note: Changed sign
251
+ texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
252
+ texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
253
+
254
+ return texcoord.y;
255
+ }
256
+
257
+ float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
258
+ vec2 e = vec2( 1.0, 0.0 );
259
+
260
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
261
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
262
+ texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
263
+ if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
264
+ }
265
+
266
+ texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
267
+ texcoord.y += resolution.y; // WebGL port note: Changed sign
268
+ texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
269
+ texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
270
+
271
+ return texcoord.y;
272
+ }
273
+
274
+ vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
275
+ // Rounding prevents precision errors of bilinear filtering:
276
+ vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
277
+
278
+ // We do a scale and bias for mapping to texel space:
279
+ texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
280
+
281
+ // Move to proper place, according to the subpixel offset:
282
+ texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
283
+
284
+ return texture2D( areaTex, texcoord, 0.0 ).rg;
285
+ }
286
+
287
+ vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
288
+ vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
289
+
290
+ vec2 e = texture2D( edgesTex, texcoord ).rg;
291
+
292
+ if ( e.g > 0.0 ) { // Edge at north
293
+ vec2 d;
294
+
295
+ // Find the distance to the left:
296
+ vec2 coords;
297
+ coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
298
+ coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
299
+ d.x = coords.x;
300
+
301
+ // Now fetch the left crossing edges, two at a time using bilinear
302
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
303
+ // discern what value each edge has:
304
+ float e1 = texture2D( edgesTex, coords, 0.0 ).r;
305
+
306
+ // Find the distance to the right:
307
+ coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
308
+ d.y = coords.x;
309
+
310
+ // We want the distances to be in pixel units (doing this here allow to
311
+ // better interleave arithmetic and memory accesses):
312
+ d = d / resolution.x - pixcoord.x;
313
+
314
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
315
+ // quadratically:
316
+ vec2 sqrt_d = sqrt( abs( d ) );
317
+
318
+ // Fetch the right crossing edges:
319
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
320
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
321
+
322
+ // Ok, we know how this pattern looks like, now it is time for getting
323
+ // the actual area:
324
+ weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
325
+ }
326
+
327
+ if ( e.r > 0.0 ) { // Edge at west
328
+ vec2 d;
329
+
330
+ // Find the distance to the top:
331
+ vec2 coords;
332
+
333
+ coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
334
+ coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
335
+ d.x = coords.y;
336
+
337
+ // Fetch the top crossing edges:
338
+ float e1 = texture2D( edgesTex, coords, 0.0 ).g;
339
+
340
+ // Find the distance to the bottom:
341
+ coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
342
+ d.y = coords.y;
343
+
344
+ // We want the distances to be in pixel units:
345
+ d = d / resolution.y - pixcoord.y;
346
+
347
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
348
+ // quadratically:
349
+ vec2 sqrt_d = sqrt( abs( d ) );
350
+
351
+ // Fetch the bottom crossing edges:
352
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
353
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
354
+
355
+ // Get the area for this direction:
356
+ weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
357
+ }
358
+
359
+ return weights;
360
+ }
361
+
362
+ void main() {
363
+
364
+ gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
365
+
366
+ }`
367
+ };
368
+ const SMAABlendShader = {
369
+ uniforms: {
370
+ 'tDiffuse': {
371
+ value: null
372
+ },
373
+ 'tColor': {
374
+ value: null
375
+ },
376
+ 'resolution': {
377
+ value: new THREE.Vector2( 1 / 1024, 1 / 512 )
378
+ }
379
+ },
380
+ vertexShader:
381
+ /* glsl */
382
+ `
383
+
384
+ uniform vec2 resolution;
385
+
386
+ varying vec2 vUv;
387
+ varying vec4 vOffset[ 2 ];
388
+
389
+ void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
390
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
391
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
392
+ }
393
+
394
+ void main() {
395
+
396
+ vUv = uv;
397
+
398
+ SMAANeighborhoodBlendingVS( vUv );
399
+
400
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
401
+
402
+ }`,
403
+ fragmentShader:
404
+ /* glsl */
405
+ `
406
+
407
+ uniform sampler2D tDiffuse;
408
+ uniform sampler2D tColor;
409
+ uniform vec2 resolution;
410
+
411
+ varying vec2 vUv;
412
+ varying vec4 vOffset[ 2 ];
413
+
414
+ vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
415
+ // Fetch the blending weights for current pixel:
416
+ vec4 a;
417
+ a.xz = texture2D( blendTex, texcoord ).xz;
418
+ a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
419
+ a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
420
+
421
+ // Is there any blending weight with a value greater than 0.0?
422
+ if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
423
+ return texture2D( colorTex, texcoord, 0.0 );
424
+ } else {
425
+ // Up to 4 lines can be crossing a pixel (one through each edge). We
426
+ // favor blending by choosing the line with the maximum weight for each
427
+ // direction:
428
+ vec2 offset;
429
+ offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
430
+ offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
431
+
432
+ // Then we go in the direction that has the maximum weight:
433
+ if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
434
+ offset.y = 0.0;
435
+ } else {
436
+ offset.x = 0.0;
437
+ }
438
+
439
+ // Fetch the opposite color and lerp by hand:
440
+ vec4 C = texture2D( colorTex, texcoord, 0.0 );
441
+ texcoord += sign( offset ) * resolution;
442
+ vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
443
+ float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
444
+
445
+ // WebGL port note: Added gamma correction
446
+ C.xyz = pow(C.xyz, vec3(2.2));
447
+ Cop.xyz = pow(Cop.xyz, vec3(2.2));
448
+ vec4 mixed = mix(C, Cop, s);
449
+ mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
450
+
451
+ return mixed;
452
+ }
453
+ }
454
+
455
+ void main() {
456
+
457
+ gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
458
+
459
+ }`
460
+ };
461
+
462
+ THREE.SMAABlendShader = SMAABlendShader;
463
+ THREE.SMAAEdgesShader = SMAAEdgesShader;
464
+ THREE.SMAAWeightsShader = SMAAWeightsShader;
465
+
466
+ } )();