@needle-tools/three 0.145.0

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Files changed (1160) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +84 -0
  3. package/build/three.cjs +36042 -0
  4. package/build/three.js +36048 -0
  5. package/build/three.min.js +6 -0
  6. package/build/three.module.js +49769 -0
  7. package/examples/fonts/LICENSE +13 -0
  8. package/examples/fonts/README.md +11 -0
  9. package/examples/fonts/droid/NOTICE +190 -0
  10. package/examples/fonts/droid/README.txt +18 -0
  11. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  12. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  13. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  14. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  15. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  16. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  17. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  18. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  19. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  20. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff +0 -0
  21. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff2 +0 -0
  22. package/examples/fonts/open-sans/open-sans.css +9 -0
  23. package/examples/fonts/optimer_bold.typeface.json +1 -0
  24. package/examples/fonts/optimer_regular.typeface.json +1 -0
  25. package/examples/fonts/tabler-icons/fonts/tabler-icons.eot +0 -0
  26. package/examples/fonts/tabler-icons/fonts/tabler-icons.svg +3966 -0
  27. package/examples/fonts/tabler-icons/fonts/tabler-icons.ttf +0 -0
  28. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff +0 -0
  29. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff2 +0 -0
  30. package/examples/fonts/tabler-icons/tabler-icons.min.css +4 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/js/animation/AnimationClipCreator.js +97 -0
  34. package/examples/js/animation/CCDIKSolver.js +433 -0
  35. package/examples/js/animation/MMDAnimationHelper.js +1117 -0
  36. package/examples/js/animation/MMDPhysics.js +1238 -0
  37. package/examples/js/cameras/CinematicCamera.js +157 -0
  38. package/examples/js/controls/ArcballControls.js +3037 -0
  39. package/examples/js/controls/DragControls.js +230 -0
  40. package/examples/js/controls/FirstPersonControls.js +334 -0
  41. package/examples/js/controls/FlyControls.js +347 -0
  42. package/examples/js/controls/OrbitControls.js +1075 -0
  43. package/examples/js/controls/PointerLockControls.js +153 -0
  44. package/examples/js/controls/TrackballControls.js +782 -0
  45. package/examples/js/controls/TransformControls.js +1386 -0
  46. package/examples/js/csm/CSM.js +382 -0
  47. package/examples/js/csm/CSMFrustum.js +133 -0
  48. package/examples/js/csm/CSMHelper.js +145 -0
  49. package/examples/js/csm/CSMShader.js +257 -0
  50. package/examples/js/curves/CurveExtras.js +348 -0
  51. package/examples/js/curves/NURBSCurve.js +75 -0
  52. package/examples/js/curves/NURBSSurface.js +54 -0
  53. package/examples/js/curves/NURBSUtils.js +476 -0
  54. package/examples/js/effects/AnaglyphEffect.js +100 -0
  55. package/examples/js/effects/AsciiEffect.js +259 -0
  56. package/examples/js/effects/OutlineEffect.js +454 -0
  57. package/examples/js/effects/ParallaxBarrierEffect.js +75 -0
  58. package/examples/js/effects/PeppersGhostEffect.js +166 -0
  59. package/examples/js/effects/StereoEffect.js +50 -0
  60. package/examples/js/environments/DebugEnvironment.js +53 -0
  61. package/examples/js/environments/RoomEnvironment.js +122 -0
  62. package/examples/js/exporters/ColladaExporter.js +504 -0
  63. package/examples/js/exporters/DRACOExporter.js +212 -0
  64. package/examples/js/exporters/EXRExporter.js +458 -0
  65. package/examples/js/exporters/GLTFExporter.js +2543 -0
  66. package/examples/js/exporters/MMDExporter.js +194 -0
  67. package/examples/js/exporters/OBJExporter.js +251 -0
  68. package/examples/js/exporters/PLYExporter.js +422 -0
  69. package/examples/js/exporters/STLExporter.js +190 -0
  70. package/examples/js/exporters/USDZExporter.js +523 -0
  71. package/examples/js/geometries/BoxLineGeometry.js +60 -0
  72. package/examples/js/geometries/ConvexGeometry.js +48 -0
  73. package/examples/js/geometries/DecalGeometry.js +291 -0
  74. package/examples/js/geometries/LightningStrike.js +874 -0
  75. package/examples/js/geometries/ParametricGeometries.js +215 -0
  76. package/examples/js/geometries/ParametricGeometry.js +108 -0
  77. package/examples/js/geometries/RoundedBoxGeometry.js +140 -0
  78. package/examples/js/geometries/TeapotGeometry.js +331 -0
  79. package/examples/js/geometries/TextGeometry.js +51 -0
  80. package/examples/js/helpers/LightProbeHelper.js +49 -0
  81. package/examples/js/helpers/OctreeHelper.js +74 -0
  82. package/examples/js/helpers/PositionalAudioHelper.js +89 -0
  83. package/examples/js/helpers/RectAreaLightHelper.js +74 -0
  84. package/examples/js/helpers/VertexNormalsHelper.js +72 -0
  85. package/examples/js/helpers/VertexTangentsHelper.js +62 -0
  86. package/examples/js/helpers/ViewHelper.js +266 -0
  87. package/examples/js/interactive/HTMLMesh.js +508 -0
  88. package/examples/js/interactive/InteractiveGroup.js +101 -0
  89. package/examples/js/interactive/SelectionBox.js +262 -0
  90. package/examples/js/interactive/SelectionHelper.js +91 -0
  91. package/examples/js/libs/ammo.wasm.js +822 -0
  92. package/examples/js/libs/ammo.wasm.wasm +0 -0
  93. package/examples/js/libs/basis/README.md +46 -0
  94. package/examples/js/libs/basis/basis_transcoder.js +21 -0
  95. package/examples/js/libs/basis/basis_transcoder.wasm +0 -0
  96. package/examples/js/libs/chevrotain.min.js +3 -0
  97. package/examples/js/libs/draco/README.md +32 -0
  98. package/examples/js/libs/draco/draco_decoder.js +52 -0
  99. package/examples/js/libs/draco/draco_decoder.wasm +0 -0
  100. package/examples/js/libs/draco/draco_encoder.js +33 -0
  101. package/examples/js/libs/draco/draco_wasm_wrapper.js +104 -0
  102. package/examples/js/libs/draco/gltf/draco_decoder.js +48 -0
  103. package/examples/js/libs/draco/gltf/draco_decoder.wasm +0 -0
  104. package/examples/js/libs/draco/gltf/draco_encoder.js +33 -0
  105. package/examples/js/libs/draco/gltf/draco_wasm_wrapper.js +104 -0
  106. package/examples/js/libs/fflate.min.js +7 -0
  107. package/examples/js/libs/ktx-parse.umd.js +1 -0
  108. package/examples/js/libs/lottie_canvas.js +12751 -0
  109. package/examples/js/libs/meshopt_decoder.js +188 -0
  110. package/examples/js/libs/opentype.min.js +1 -0
  111. package/examples/js/libs/stats.min.js +5 -0
  112. package/examples/js/lights/LightProbeGenerator.js +228 -0
  113. package/examples/js/lights/RectAreaLightUniformsLib.js +56 -0
  114. package/examples/js/lines/Line2.js +19 -0
  115. package/examples/js/lines/LineGeometry.js +71 -0
  116. package/examples/js/lines/LineMaterial.js +642 -0
  117. package/examples/js/lines/LineSegments2.js +362 -0
  118. package/examples/js/lines/LineSegmentsGeometry.js +219 -0
  119. package/examples/js/lines/Wireframe.js +52 -0
  120. package/examples/js/lines/WireframeGeometry2.js +18 -0
  121. package/examples/js/loaders/3DMLoader.js +1370 -0
  122. package/examples/js/loaders/3MFLoader.js +1340 -0
  123. package/examples/js/loaders/AMFLoader.js +529 -0
  124. package/examples/js/loaders/BVHLoader.js +394 -0
  125. package/examples/js/loaders/BasisTextureLoader.js +736 -0
  126. package/examples/js/loaders/ColladaLoader.js +3821 -0
  127. package/examples/js/loaders/DDSLoader.js +245 -0
  128. package/examples/js/loaders/DRACOLoader.js +548 -0
  129. package/examples/js/loaders/EXRLoader.js +2136 -0
  130. package/examples/js/loaders/FBXLoader.js +3835 -0
  131. package/examples/js/loaders/FontLoader.js +169 -0
  132. package/examples/js/loaders/GCodeLoader.js +256 -0
  133. package/examples/js/loaders/GLTFLoader.js +4159 -0
  134. package/examples/js/loaders/HDRCubeTextureLoader.js +93 -0
  135. package/examples/js/loaders/KMZLoader.js +125 -0
  136. package/examples/js/loaders/KTXLoader.js +177 -0
  137. package/examples/js/loaders/LDrawLoader.js +2374 -0
  138. package/examples/js/loaders/LUT3dlLoader.js +139 -0
  139. package/examples/js/loaders/LUTCubeLoader.js +140 -0
  140. package/examples/js/loaders/LWOLoader.js +966 -0
  141. package/examples/js/loaders/LogLuvLoader.js +765 -0
  142. package/examples/js/loaders/LottieLoader.js +62 -0
  143. package/examples/js/loaders/MD2Loader.js +249 -0
  144. package/examples/js/loaders/MDDLoader.js +95 -0
  145. package/examples/js/loaders/MMDLoader.js +1924 -0
  146. package/examples/js/loaders/MTLLoader.js +501 -0
  147. package/examples/js/loaders/NRRDLoader.js +649 -0
  148. package/examples/js/loaders/OBJLoader.js +804 -0
  149. package/examples/js/loaders/PCDLoader.js +408 -0
  150. package/examples/js/loaders/PDBLoader.js +313 -0
  151. package/examples/js/loaders/PLYLoader.js +562 -0
  152. package/examples/js/loaders/PRWMLoader.js +260 -0
  153. package/examples/js/loaders/PVRLoader.js +227 -0
  154. package/examples/js/loaders/RGBELoader.js +467 -0
  155. package/examples/js/loaders/RGBMLoader.js +1415 -0
  156. package/examples/js/loaders/STLLoader.js +371 -0
  157. package/examples/js/loaders/SVGLoader.js +2655 -0
  158. package/examples/js/loaders/TDSLoader.js +1029 -0
  159. package/examples/js/loaders/TGALoader.js +486 -0
  160. package/examples/js/loaders/TIFFLoader.js +31 -0
  161. package/examples/js/loaders/TTFLoader.js +211 -0
  162. package/examples/js/loaders/TiltLoader.js +460 -0
  163. package/examples/js/loaders/VOXLoader.js +248 -0
  164. package/examples/js/loaders/VRMLLoader.js +3237 -0
  165. package/examples/js/loaders/VTKLoader.js +1095 -0
  166. package/examples/js/loaders/XYZLoader.js +91 -0
  167. package/examples/js/loaders/lwo/IFFParser.js +1148 -0
  168. package/examples/js/loaders/lwo/LWO2Parser.js +448 -0
  169. package/examples/js/loaders/lwo/LWO3Parser.js +402 -0
  170. package/examples/js/materials/MeshGouraudMaterial.js +385 -0
  171. package/examples/js/math/Capsule.js +120 -0
  172. package/examples/js/math/ColorConverter.js +33 -0
  173. package/examples/js/math/ConvexHull.js +1110 -0
  174. package/examples/js/math/ImprovedNoise.js +66 -0
  175. package/examples/js/math/Lut.js +171 -0
  176. package/examples/js/math/MeshSurfaceSampler.js +193 -0
  177. package/examples/js/math/OBB.js +341 -0
  178. package/examples/js/math/Octree.js +465 -0
  179. package/examples/js/math/SimplexNoise.js +459 -0
  180. package/examples/js/misc/ConvexObjectBreaker.js +485 -0
  181. package/examples/js/misc/GPUComputationRenderer.js +397 -0
  182. package/examples/js/misc/Gyroscope.js +60 -0
  183. package/examples/js/misc/MD2Character.js +244 -0
  184. package/examples/js/misc/MD2CharacterComplex.js +494 -0
  185. package/examples/js/misc/MorphAnimMesh.js +69 -0
  186. package/examples/js/misc/MorphBlendMesh.js +292 -0
  187. package/examples/js/misc/ProgressiveLightMap.js +331 -0
  188. package/examples/js/misc/RollerCoaster.js +437 -0
  189. package/examples/js/misc/TubePainter.js +161 -0
  190. package/examples/js/misc/Volume.js +466 -0
  191. package/examples/js/misc/VolumeSlice.js +224 -0
  192. package/examples/js/modifiers/CurveModifier.js +311 -0
  193. package/examples/js/modifiers/EdgeSplitModifier.js +258 -0
  194. package/examples/js/modifiers/SimplifyModifier.js +468 -0
  195. package/examples/js/modifiers/TessellateModifier.js +283 -0
  196. package/examples/js/objects/GroundProjectedEnv.js +193 -0
  197. package/examples/js/objects/Lensflare.js +347 -0
  198. package/examples/js/objects/LightningStorm.js +209 -0
  199. package/examples/js/objects/MarchingCubes.js +738 -0
  200. package/examples/js/objects/Reflector.js +214 -0
  201. package/examples/js/objects/ReflectorForSSRPass.js +319 -0
  202. package/examples/js/objects/Refractor.js +261 -0
  203. package/examples/js/objects/ShadowMesh.js +60 -0
  204. package/examples/js/objects/Sky.js +223 -0
  205. package/examples/js/objects/Water.js +287 -0
  206. package/examples/js/objects/Water2.js +306 -0
  207. package/examples/js/physics/AmmoPhysics.js +256 -0
  208. package/examples/js/physics/OimoPhysics.js +215 -0
  209. package/examples/js/postprocessing/AdaptiveToneMappingPass.js +342 -0
  210. package/examples/js/postprocessing/AfterimagePass.js +70 -0
  211. package/examples/js/postprocessing/BloomPass.js +114 -0
  212. package/examples/js/postprocessing/BokehPass.js +103 -0
  213. package/examples/js/postprocessing/ClearPass.js +44 -0
  214. package/examples/js/postprocessing/CubeTexturePass.js +57 -0
  215. package/examples/js/postprocessing/DotScreenPass.js +49 -0
  216. package/examples/js/postprocessing/EffectComposer.js +279 -0
  217. package/examples/js/postprocessing/FilmPass.js +50 -0
  218. package/examples/js/postprocessing/GlitchPass.js +105 -0
  219. package/examples/js/postprocessing/HalftonePass.js +75 -0
  220. package/examples/js/postprocessing/LUTPass.js +184 -0
  221. package/examples/js/postprocessing/MaskPass.js +92 -0
  222. package/examples/js/postprocessing/OutlinePass.js +589 -0
  223. package/examples/js/postprocessing/Pass.js +75 -0
  224. package/examples/js/postprocessing/RenderPass.js +74 -0
  225. package/examples/js/postprocessing/SAOPass.js +366 -0
  226. package/examples/js/postprocessing/SMAAPass.js +153 -0
  227. package/examples/js/postprocessing/SSAARenderPass.js +156 -0
  228. package/examples/js/postprocessing/SSAOPass.js +351 -0
  229. package/examples/js/postprocessing/SSRPass.js +550 -0
  230. package/examples/js/postprocessing/SavePass.js +51 -0
  231. package/examples/js/postprocessing/ShaderPass.js +63 -0
  232. package/examples/js/postprocessing/TAARenderPass.js +128 -0
  233. package/examples/js/postprocessing/TexturePass.js +46 -0
  234. package/examples/js/postprocessing/UnrealBloomPass.js +357 -0
  235. package/examples/js/renderers/CSS2DRenderer.js +197 -0
  236. package/examples/js/renderers/CSS3DRenderer.js +258 -0
  237. package/examples/js/renderers/Projector.js +874 -0
  238. package/examples/js/renderers/SVGRenderer.js +537 -0
  239. package/examples/js/shaders/ACESFilmicToneMappingShader.js +92 -0
  240. package/examples/js/shaders/AfterimageShader.js +63 -0
  241. package/examples/js/shaders/BasicShader.js +30 -0
  242. package/examples/js/shaders/BleachBypassShader.js +65 -0
  243. package/examples/js/shaders/BlendShader.js +57 -0
  244. package/examples/js/shaders/BokehShader.js +159 -0
  245. package/examples/js/shaders/BokehShader2.js +428 -0
  246. package/examples/js/shaders/BrightnessContrastShader.js +61 -0
  247. package/examples/js/shaders/ColorCorrectionShader.js +56 -0
  248. package/examples/js/shaders/ColorifyShader.js +51 -0
  249. package/examples/js/shaders/ConvolutionShader.js +97 -0
  250. package/examples/js/shaders/CopyShader.js +48 -0
  251. package/examples/js/shaders/DOFMipMapShader.js +63 -0
  252. package/examples/js/shaders/DepthLimitedBlurShader.js +180 -0
  253. package/examples/js/shaders/DigitalGlitch.js +130 -0
  254. package/examples/js/shaders/DotScreenShader.js +76 -0
  255. package/examples/js/shaders/FXAAShader.js +286 -0
  256. package/examples/js/shaders/FilmShader.js +113 -0
  257. package/examples/js/shaders/FocusShader.js +98 -0
  258. package/examples/js/shaders/FreiChenShader.js +97 -0
  259. package/examples/js/shaders/GammaCorrectionShader.js +44 -0
  260. package/examples/js/shaders/GodRaysShader.js +297 -0
  261. package/examples/js/shaders/HalftoneShader.js +339 -0
  262. package/examples/js/shaders/HorizontalBlurShader.js +62 -0
  263. package/examples/js/shaders/HorizontalTiltShiftShader.js +68 -0
  264. package/examples/js/shaders/HueSaturationShader.js +72 -0
  265. package/examples/js/shaders/KaleidoShader.js +63 -0
  266. package/examples/js/shaders/LuminosityHighPassShader.js +71 -0
  267. package/examples/js/shaders/LuminosityShader.js +49 -0
  268. package/examples/js/shaders/MMDToonShader.js +100 -0
  269. package/examples/js/shaders/MirrorShader.js +59 -0
  270. package/examples/js/shaders/NormalMapShader.js +59 -0
  271. package/examples/js/shaders/PixelShader.js +51 -0
  272. package/examples/js/shaders/RGBShiftShader.js +59 -0
  273. package/examples/js/shaders/SAOShader.js +213 -0
  274. package/examples/js/shaders/SMAAShader.js +466 -0
  275. package/examples/js/shaders/SSAOShader.js +299 -0
  276. package/examples/js/shaders/SSRShader.js +393 -0
  277. package/examples/js/shaders/SepiaShader.js +55 -0
  278. package/examples/js/shaders/SobelOperatorShader.js +92 -0
  279. package/examples/js/shaders/SubsurfaceScatteringShader.js +49 -0
  280. package/examples/js/shaders/TechnicolorShader.js +46 -0
  281. package/examples/js/shaders/ToneMapShader.js +87 -0
  282. package/examples/js/shaders/ToonShader.js +351 -0
  283. package/examples/js/shaders/TriangleBlurShader.js +74 -0
  284. package/examples/js/shaders/UnpackDepthRGBAShader.js +50 -0
  285. package/examples/js/shaders/VerticalBlurShader.js +62 -0
  286. package/examples/js/shaders/VerticalTiltShiftShader.js +68 -0
  287. package/examples/js/shaders/VignetteShader.js +56 -0
  288. package/examples/js/shaders/VolumeShader.js +300 -0
  289. package/examples/js/shaders/WaterRefractionShader.js +88 -0
  290. package/examples/js/textures/FlakesTexture.js +41 -0
  291. package/examples/js/utils/BufferGeometryUtils.js +1094 -0
  292. package/examples/js/utils/CameraUtils.js +86 -0
  293. package/examples/js/utils/GPUStatsPanel.js +134 -0
  294. package/examples/js/utils/GeometryCompressionUtils.js +574 -0
  295. package/examples/js/utils/GeometryUtils.js +173 -0
  296. package/examples/js/utils/LDrawUtils.js +182 -0
  297. package/examples/js/utils/PackedPhongMaterial.js +107 -0
  298. package/examples/js/utils/SceneUtils.js +103 -0
  299. package/examples/js/utils/ShadowMapViewer.js +180 -0
  300. package/examples/js/utils/SkeletonUtils.js +507 -0
  301. package/examples/js/utils/UVsDebug.js +135 -0
  302. package/examples/js/utils/WorkerPool.js +115 -0
  303. package/examples/jsm/animation/AnimationClipCreator.js +114 -0
  304. package/examples/jsm/animation/CCDIKSolver.js +482 -0
  305. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
  306. package/examples/jsm/animation/MMDPhysics.js +1406 -0
  307. package/examples/jsm/cameras/CinematicCamera.js +209 -0
  308. package/examples/jsm/capabilities/WebGL.js +91 -0
  309. package/examples/jsm/capabilities/WebGPU.js +39 -0
  310. package/examples/jsm/controls/ArcballControls.js +3216 -0
  311. package/examples/jsm/controls/DragControls.js +220 -0
  312. package/examples/jsm/controls/FirstPersonControls.js +325 -0
  313. package/examples/jsm/controls/FlyControls.js +284 -0
  314. package/examples/jsm/controls/OrbitControls.js +1249 -0
  315. package/examples/jsm/controls/PointerLockControls.js +157 -0
  316. package/examples/jsm/controls/TrackballControls.js +814 -0
  317. package/examples/jsm/controls/TransformControls.js +1558 -0
  318. package/examples/jsm/csm/CSM.js +378 -0
  319. package/examples/jsm/csm/CSMFrustum.js +152 -0
  320. package/examples/jsm/csm/CSMHelper.js +193 -0
  321. package/examples/jsm/csm/CSMShader.js +251 -0
  322. package/examples/jsm/curves/CurveExtras.js +422 -0
  323. package/examples/jsm/curves/NURBSCurve.js +80 -0
  324. package/examples/jsm/curves/NURBSSurface.js +52 -0
  325. package/examples/jsm/curves/NURBSUtils.js +487 -0
  326. package/examples/jsm/effects/AnaglyphEffect.js +168 -0
  327. package/examples/jsm/effects/AsciiEffect.js +266 -0
  328. package/examples/jsm/effects/OutlineEffect.js +553 -0
  329. package/examples/jsm/effects/ParallaxBarrierEffect.js +116 -0
  330. package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
  331. package/examples/jsm/effects/StereoEffect.js +55 -0
  332. package/examples/jsm/environments/DebugEnvironment.js +52 -0
  333. package/examples/jsm/environments/RoomEnvironment.js +144 -0
  334. package/examples/jsm/exporters/ColladaExporter.js +713 -0
  335. package/examples/jsm/exporters/DRACOExporter.js +225 -0
  336. package/examples/jsm/exporters/EXRExporter.js +507 -0
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  1001. package/src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js +7 -0
  1002. package/src/renderers/shaders/ShaderChunk/color_fragment.glsl.js +11 -0
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  1004. package/src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js +11 -0
  1005. package/src/renderers/shaders/ShaderChunk/color_vertex.glsl.js +23 -0
  1006. package/src/renderers/shaders/ShaderChunk/common.glsl.js +118 -0
  1007. package/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js +191 -0
  1008. package/src/renderers/shaders/ShaderChunk/default_fragment.glsl.js +5 -0
  1009. package/src/renderers/shaders/ShaderChunk/default_vertex.glsl.js +5 -0
  1010. package/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js +36 -0
  1011. package/src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js +9 -0
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  1013. package/src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js +7 -0
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  1160. package/src/utils.js +71 -0
@@ -0,0 +1,74 @@
1
+ ( function () {
2
+
3
+ /**
4
+ * Triangle blur shader
5
+ * based on glfx.js triangle blur shader
6
+ * https://github.com/evanw/glfx.js
7
+ *
8
+ * A basic blur filter, which convolves the image with a
9
+ * pyramid filter. The pyramid filter is separable and is applied as two
10
+ * perpendicular triangle filters.
11
+ */
12
+
13
+ const TriangleBlurShader = {
14
+ uniforms: {
15
+ 'texture': {
16
+ value: null
17
+ },
18
+ 'delta': {
19
+ value: new THREE.Vector2( 1, 1 )
20
+ }
21
+ },
22
+ vertexShader:
23
+ /* glsl */
24
+ `
25
+
26
+ varying vec2 vUv;
27
+
28
+ void main() {
29
+
30
+ vUv = uv;
31
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
32
+
33
+ }`,
34
+ fragmentShader:
35
+ /* glsl */
36
+ `
37
+
38
+ #include <common>
39
+
40
+ #define ITERATIONS 10.0
41
+
42
+ uniform sampler2D texture;
43
+ uniform vec2 delta;
44
+
45
+ varying vec2 vUv;
46
+
47
+ void main() {
48
+
49
+ vec4 color = vec4( 0.0 );
50
+
51
+ float total = 0.0;
52
+
53
+ // randomize the lookup values to hide the fixed number of samples
54
+
55
+ float offset = rand( vUv );
56
+
57
+ for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
58
+
59
+ float percent = ( t + offset - 0.5 ) / ITERATIONS;
60
+ float weight = 1.0 - abs( percent );
61
+
62
+ color += texture2D( texture, vUv + delta * percent ) * weight;
63
+ total += weight;
64
+
65
+ }
66
+
67
+ gl_FragColor = color / total;
68
+
69
+ }`
70
+ };
71
+
72
+ THREE.TriangleBlurShader = TriangleBlurShader;
73
+
74
+ } )();
@@ -0,0 +1,50 @@
1
+ ( function () {
2
+
3
+ /**
4
+ * Unpack RGBA depth shader
5
+ * - show RGBA encoded depth as monochrome color
6
+ */
7
+ const UnpackDepthRGBAShader = {
8
+ uniforms: {
9
+ 'tDiffuse': {
10
+ value: null
11
+ },
12
+ 'opacity': {
13
+ value: 1.0
14
+ }
15
+ },
16
+ vertexShader:
17
+ /* glsl */
18
+ `
19
+
20
+ varying vec2 vUv;
21
+
22
+ void main() {
23
+
24
+ vUv = uv;
25
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
26
+
27
+ }`,
28
+ fragmentShader:
29
+ /* glsl */
30
+ `
31
+
32
+ uniform float opacity;
33
+
34
+ uniform sampler2D tDiffuse;
35
+
36
+ varying vec2 vUv;
37
+
38
+ #include <packing>
39
+
40
+ void main() {
41
+
42
+ float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );
43
+ gl_FragColor = vec4( vec3( depth ), opacity );
44
+
45
+ }`
46
+ };
47
+
48
+ THREE.UnpackDepthRGBAShader = UnpackDepthRGBAShader;
49
+
50
+ } )();
@@ -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 VerticalBlurShader = {
12
+ uniforms: {
13
+ 'tDiffuse': {
14
+ value: null
15
+ },
16
+ 'v': {
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 v;
38
+
39
+ varying vec2 vUv;
40
+
41
+ void main() {
42
+
43
+ vec4 sum = vec4( 0.0 );
44
+
45
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
46
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
47
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
48
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;
49
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
50
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;
51
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
52
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
53
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
54
+
55
+ gl_FragColor = sum;
56
+
57
+ }`
58
+ };
59
+
60
+ THREE.VerticalBlurShader = VerticalBlurShader;
61
+
62
+ } )();
@@ -0,0 +1,68 @@
1
+ ( function () {
2
+
3
+ /**
4
+ * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
5
+ *
6
+ * - 9 samples per pass
7
+ * - standard deviation 2.7
8
+ * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
9
+ * - "r" parameter control where "focused" horizontal line lies
10
+ */
11
+ const VerticalTiltShiftShader = {
12
+ uniforms: {
13
+ 'tDiffuse': {
14
+ value: null
15
+ },
16
+ 'v': {
17
+ value: 1.0 / 512.0
18
+ },
19
+ 'r': {
20
+ value: 0.35
21
+ }
22
+ },
23
+ vertexShader:
24
+ /* glsl */
25
+ `
26
+
27
+ varying vec2 vUv;
28
+
29
+ void main() {
30
+
31
+ vUv = uv;
32
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
33
+
34
+ }`,
35
+ fragmentShader:
36
+ /* glsl */
37
+ `
38
+
39
+ uniform sampler2D tDiffuse;
40
+ uniform float v;
41
+ uniform float r;
42
+
43
+ varying vec2 vUv;
44
+
45
+ void main() {
46
+
47
+ vec4 sum = vec4( 0.0 );
48
+
49
+ float vv = v * abs( r - vUv.y );
50
+
51
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;
52
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;
53
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;
54
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;
55
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
56
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;
57
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;
58
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;
59
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;
60
+
61
+ gl_FragColor = sum;
62
+
63
+ }`
64
+ };
65
+
66
+ THREE.VerticalTiltShiftShader = VerticalTiltShiftShader;
67
+
68
+ } )();
@@ -0,0 +1,56 @@
1
+ ( function () {
2
+
3
+ /**
4
+ * Vignette shader
5
+ * based on PaintEffect postprocess from ro.me
6
+ * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
7
+ */
8
+ const VignetteShader = {
9
+ uniforms: {
10
+ 'tDiffuse': {
11
+ value: null
12
+ },
13
+ 'offset': {
14
+ value: 1.0
15
+ },
16
+ 'darkness': {
17
+ value: 1.0
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 float offset;
37
+ uniform float darkness;
38
+
39
+ uniform sampler2D tDiffuse;
40
+
41
+ varying vec2 vUv;
42
+
43
+ void main() {
44
+
45
+ // Eskil's vignette
46
+
47
+ vec4 texel = texture2D( tDiffuse, vUv );
48
+ vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
49
+ gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
50
+
51
+ }`
52
+ };
53
+
54
+ THREE.VignetteShader = VignetteShader;
55
+
56
+ } )();
@@ -0,0 +1,300 @@
1
+ ( function () {
2
+
3
+ /**
4
+ * Shaders to render 3D volumes using raycasting.
5
+ * The applied techniques are based on similar implementations in the Visvis and Vispy projects.
6
+ * This is not the only approach, therefore it's marked 1.
7
+ */
8
+
9
+ const VolumeRenderShader1 = {
10
+ uniforms: {
11
+ 'u_size': {
12
+ value: new THREE.Vector3( 1, 1, 1 )
13
+ },
14
+ 'u_renderstyle': {
15
+ value: 0
16
+ },
17
+ 'u_renderthreshold': {
18
+ value: 0.5
19
+ },
20
+ 'u_clim': {
21
+ value: new THREE.Vector2( 1, 1 )
22
+ },
23
+ 'u_data': {
24
+ value: null
25
+ },
26
+ 'u_cmdata': {
27
+ value: null
28
+ }
29
+ },
30
+ vertexShader:
31
+ /* glsl */
32
+ `
33
+
34
+ varying vec4 v_nearpos;
35
+ varying vec4 v_farpos;
36
+ varying vec3 v_position;
37
+
38
+ void main() {
39
+ // Prepare transforms to map to "camera view". See also:
40
+ // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
41
+ mat4 viewtransformf = modelViewMatrix;
42
+ mat4 viewtransformi = inverse(modelViewMatrix);
43
+
44
+ // Project local vertex coordinate to camera position. Then do a step
45
+ // backward (in cam coords) to the near clipping plane, and project back. Do
46
+ // the same for the far clipping plane. This gives us all the information we
47
+ // need to calculate the ray and truncate it to the viewing cone.
48
+ vec4 position4 = vec4(position, 1.0);
49
+ vec4 pos_in_cam = viewtransformf * position4;
50
+
51
+ // Intersection of ray and near clipping plane (z = -1 in clip coords)
52
+ pos_in_cam.z = -pos_in_cam.w;
53
+ v_nearpos = viewtransformi * pos_in_cam;
54
+
55
+ // Intersection of ray and far clipping plane (z = +1 in clip coords)
56
+ pos_in_cam.z = pos_in_cam.w;
57
+ v_farpos = viewtransformi * pos_in_cam;
58
+
59
+ // Set varyings and output pos
60
+ v_position = position;
61
+ gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;
62
+ }`,
63
+ fragmentShader:
64
+ /* glsl */
65
+ `
66
+
67
+ precision highp float;
68
+ precision mediump sampler3D;
69
+
70
+ uniform vec3 u_size;
71
+ uniform int u_renderstyle;
72
+ uniform float u_renderthreshold;
73
+ uniform vec2 u_clim;
74
+
75
+ uniform sampler3D u_data;
76
+ uniform sampler2D u_cmdata;
77
+
78
+ varying vec3 v_position;
79
+ varying vec4 v_nearpos;
80
+ varying vec4 v_farpos;
81
+
82
+ // The maximum distance through our rendering volume is sqrt(3).
83
+ const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3
84
+ const int REFINEMENT_STEPS = 4;
85
+ const float relative_step_size = 1.0;
86
+ const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);
87
+ const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);
88
+ const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);
89
+ const float shininess = 40.0;
90
+
91
+ void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
92
+ void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
93
+
94
+ float sample1(vec3 texcoords);
95
+ vec4 apply_colormap(float val);
96
+ vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);
97
+
98
+
99
+ void main() {
100
+ // Normalize clipping plane info
101
+ vec3 farpos = v_farpos.xyz / v_farpos.w;
102
+ vec3 nearpos = v_nearpos.xyz / v_nearpos.w;
103
+
104
+ // Calculate unit vector pointing in the view direction through this fragment.
105
+ vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);
106
+
107
+ // Compute the (negative) distance to the front surface or near clipping plane.
108
+ // v_position is the back face of the cuboid, so the initial distance calculated in the dot
109
+ // product below is the distance from near clip plane to the back of the cuboid
110
+ float distance = dot(nearpos - v_position, view_ray);
111
+ distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,
112
+ (u_size.x - 0.5 - v_position.x) / view_ray.x));
113
+ distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,
114
+ (u_size.y - 0.5 - v_position.y) / view_ray.y));
115
+ distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,
116
+ (u_size.z - 0.5 - v_position.z) / view_ray.z));
117
+
118
+ // Now we have the starting position on the front surface
119
+ vec3 front = v_position + view_ray * distance;
120
+
121
+ // Decide how many steps to take
122
+ int nsteps = int(-distance / relative_step_size + 0.5);
123
+ if ( nsteps < 1 )
124
+ discard;
125
+
126
+ // Get starting location and step vector in texture coordinates
127
+ vec3 step = ((v_position - front) / u_size) / float(nsteps);
128
+ vec3 start_loc = front / u_size;
129
+
130
+ // For testing: show the number of steps. This helps to establish
131
+ // whether the rays are correctly oriented
132
+ //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);
133
+ //'return;
134
+
135
+ if (u_renderstyle == 0)
136
+ cast_mip(start_loc, step, nsteps, view_ray);
137
+ else if (u_renderstyle == 1)
138
+ cast_iso(start_loc, step, nsteps, view_ray);
139
+
140
+ if (gl_FragColor.a < 0.05)
141
+ discard;
142
+ }
143
+
144
+
145
+ float sample1(vec3 texcoords) {
146
+ /* Sample float value from a 3D texture. Assumes intensity data. */
147
+ return texture(u_data, texcoords.xyz).r;
148
+ }
149
+
150
+
151
+ vec4 apply_colormap(float val) {
152
+ val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);
153
+ return texture2D(u_cmdata, vec2(val, 0.5));
154
+ }
155
+
156
+
157
+ void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
158
+
159
+ float max_val = -1e6;
160
+ int max_i = 100;
161
+ vec3 loc = start_loc;
162
+
163
+ // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
164
+ // non-constant expression. So we use a hard-coded max, and an additional condition
165
+ // inside the loop.
166
+ for (int iter=0; iter<MAX_STEPS; iter++) {
167
+ if (iter >= nsteps)
168
+ break;
169
+ // Sample from the 3D texture
170
+ float val = sample1(loc);
171
+ // Apply MIP operation
172
+ if (val > max_val) {
173
+ max_val = val;
174
+ max_i = iter;
175
+ }
176
+ // Advance location deeper into the volume
177
+ loc += step;
178
+ }
179
+
180
+ // Refine location, gives crispier images
181
+ vec3 iloc = start_loc + step * (float(max_i) - 0.5);
182
+ vec3 istep = step / float(REFINEMENT_STEPS);
183
+ for (int i=0; i<REFINEMENT_STEPS; i++) {
184
+ max_val = max(max_val, sample1(iloc));
185
+ iloc += istep;
186
+ }
187
+
188
+ // Resolve final color
189
+ gl_FragColor = apply_colormap(max_val);
190
+ }
191
+
192
+
193
+ void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
194
+
195
+ gl_FragColor = vec4(0.0); // init transparent
196
+ vec4 color3 = vec4(0.0); // final color
197
+ vec3 dstep = 1.5 / u_size; // step to sample derivative
198
+ vec3 loc = start_loc;
199
+
200
+ float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);
201
+
202
+ // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
203
+ // non-constant expression. So we use a hard-coded max, and an additional condition
204
+ // inside the loop.
205
+ for (int iter=0; iter<MAX_STEPS; iter++) {
206
+ if (iter >= nsteps)
207
+ break;
208
+
209
+ // Sample from the 3D texture
210
+ float val = sample1(loc);
211
+
212
+ if (val > low_threshold) {
213
+ // Take the last interval in smaller steps
214
+ vec3 iloc = loc - 0.5 * step;
215
+ vec3 istep = step / float(REFINEMENT_STEPS);
216
+ for (int i=0; i<REFINEMENT_STEPS; i++) {
217
+ val = sample1(iloc);
218
+ if (val > u_renderthreshold) {
219
+ gl_FragColor = add_lighting(val, iloc, dstep, view_ray);
220
+ return;
221
+ }
222
+ iloc += istep;
223
+ }
224
+ }
225
+
226
+ // Advance location deeper into the volume
227
+ loc += step;
228
+ }
229
+ }
230
+
231
+
232
+ vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)
233
+ {
234
+ // Calculate color by incorporating lighting
235
+
236
+ // View direction
237
+ vec3 V = normalize(view_ray);
238
+
239
+ // calculate normal vector from gradient
240
+ vec3 N;
241
+ float val1, val2;
242
+ val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));
243
+ val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));
244
+ N[0] = val1 - val2;
245
+ val = max(max(val1, val2), val);
246
+ val1 = sample1(loc + vec3(0.0, -step[1], 0.0));
247
+ val2 = sample1(loc + vec3(0.0, +step[1], 0.0));
248
+ N[1] = val1 - val2;
249
+ val = max(max(val1, val2), val);
250
+ val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));
251
+ val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));
252
+ N[2] = val1 - val2;
253
+ val = max(max(val1, val2), val);
254
+
255
+ float gm = length(N); // gradient magnitude
256
+ N = normalize(N);
257
+
258
+ // Flip normal so it points towards viewer
259
+ float Nselect = float(dot(N, V) > 0.0);
260
+ N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;
261
+
262
+ // Init colors
263
+ vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);
264
+ vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);
265
+ vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);
266
+
267
+ // note: could allow multiple lights
268
+ for (int i=0; i<1; i++)
269
+ {
270
+ // Get light direction (make sure to prevent zero devision)
271
+ vec3 L = normalize(view_ray); //lightDirs[i];
272
+ float lightEnabled = float( length(L) > 0.0 );
273
+ L = normalize(L + (1.0 - lightEnabled));
274
+
275
+ // Calculate lighting properties
276
+ float lambertTerm = clamp(dot(N, L), 0.0, 1.0);
277
+ vec3 H = normalize(L+V); // Halfway vector
278
+ float specularTerm = pow(max(dot(H, N), 0.0), shininess);
279
+
280
+ // Calculate mask
281
+ float mask1 = lightEnabled;
282
+
283
+ // Calculate colors
284
+ ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;
285
+ diffuse_color += mask1 * lambertTerm;
286
+ specular_color += mask1 * specularTerm * specular_color;
287
+ }
288
+
289
+ // Calculate final color by componing different components
290
+ vec4 final_color;
291
+ vec4 color = apply_colormap(val);
292
+ final_color = color * (ambient_color + diffuse_color) + specular_color;
293
+ final_color.a = color.a;
294
+ return final_color;
295
+ }`
296
+ };
297
+
298
+ THREE.VolumeRenderShader1 = VolumeRenderShader1;
299
+
300
+ } )();
@@ -0,0 +1,88 @@
1
+ ( function () {
2
+
3
+ const WaterRefractionShader = {
4
+ uniforms: {
5
+ 'color': {
6
+ value: null
7
+ },
8
+ 'time': {
9
+ value: 0
10
+ },
11
+ 'tDiffuse': {
12
+ value: null
13
+ },
14
+ 'tDudv': {
15
+ value: null
16
+ },
17
+ 'textureMatrix': {
18
+ value: null
19
+ }
20
+ },
21
+ vertexShader:
22
+ /* glsl */
23
+ `
24
+
25
+ uniform mat4 textureMatrix;
26
+
27
+ varying vec2 vUv;
28
+ varying vec4 vUvRefraction;
29
+
30
+ void main() {
31
+
32
+ vUv = uv;
33
+
34
+ vUvRefraction = textureMatrix * vec4( position, 1.0 );
35
+
36
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
37
+
38
+ }`,
39
+ fragmentShader:
40
+ /* glsl */
41
+ `
42
+
43
+ uniform vec3 color;
44
+ uniform float time;
45
+ uniform sampler2D tDiffuse;
46
+ uniform sampler2D tDudv;
47
+
48
+ varying vec2 vUv;
49
+ varying vec4 vUvRefraction;
50
+
51
+ float blendOverlay( float base, float blend ) {
52
+
53
+ return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
54
+
55
+ }
56
+
57
+ vec3 blendOverlay( vec3 base, vec3 blend ) {
58
+
59
+ return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );
60
+
61
+ }
62
+
63
+ void main() {
64
+
65
+ float waveStrength = 0.5;
66
+ float waveSpeed = 0.03;
67
+
68
+ // simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
69
+
70
+ vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;
71
+ distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );
72
+ vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;
73
+
74
+ // new uv coords
75
+
76
+ vec4 uv = vec4( vUvRefraction );
77
+ uv.xy += distortion;
78
+
79
+ vec4 base = texture2DProj( tDiffuse, uv );
80
+
81
+ gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
82
+
83
+ }`
84
+ };
85
+
86
+ THREE.WaterRefractionShader = WaterRefractionShader;
87
+
88
+ } )();