@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
  1003. package/src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js +11 -0
  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
  1012. package/src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl.js +7 -0
  1013. package/src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js +7 -0
  1014. package/src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl.js +20 -0
  1015. package/src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl.js +9 -0
  1016. package/src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js +7 -0
  1017. package/src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js +3 -0
  1018. package/src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl.js +11 -0
  1019. package/src/renderers/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.js +14 -0
  1020. package/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js +66 -0
  1021. package/src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js +21 -0
  1022. package/src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl.js +22 -0
  1023. package/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js +46 -0
  1024. package/src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js +37 -0
  1025. package/src/renderers/shaders/ShaderChunk/fog_fragment.glsl.js +17 -0
  1026. package/src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl.js +19 -0
  1027. package/src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl.js +7 -0
  1028. package/src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js +7 -0
  1029. package/src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js +27 -0
  1030. package/src/renderers/shaders/ShaderChunk/iridescence_fragment.glsl.js +121 -0
  1031. package/src/renderers/shaders/ShaderChunk/iridescence_pars_fragment.glsl.js +14 -0
  1032. package/src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js +10 -0
  1033. package/src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js +8 -0
  1034. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +199 -0
  1035. package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +13 -0
  1036. package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +32 -0
  1037. package/src/renderers/shaders/ShaderChunk/lights_lambert_fragment.glsl.js +5 -0
  1038. package/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +30 -0
  1039. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +223 -0
  1040. package/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js +7 -0
  1041. package/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +34 -0
  1042. package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +120 -0
  1043. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +264 -0
  1044. package/src/renderers/shaders/ShaderChunk/lights_toon_fragment.glsl.js +4 -0
  1045. package/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js +28 -0
  1046. package/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js +9 -0
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  1050. package/src/renderers/shaders/ShaderChunk/map_fragment.glsl.js +17 -0
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  1052. package/src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl.js +19 -0
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  1054. package/src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js +12 -0
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  1057. package/src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl.js +27 -0
  1058. package/src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js +38 -0
  1059. package/src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl.js +36 -0
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  1061. package/src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js +41 -0
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  1066. package/src/renderers/shaders/ShaderChunk/output_fragment.glsl.js +12 -0
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  1100. package/src/renderers/shaders/ShaderLib/meshbasic.glsl.js +115 -0
  1101. package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +123 -0
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  1103. package/src/renderers/shaders/ShaderLib/meshnormal.glsl.js +82 -0
  1104. package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +125 -0
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  1109. package/src/renderers/shaders/ShaderLib/sprite.glsl.js +79 -0
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  1112. package/src/renderers/shaders/UniformsLib.js +218 -0
  1113. package/src/renderers/shaders/UniformsUtils.js +80 -0
  1114. package/src/renderers/webgl/WebGLAnimation.js +53 -0
  1115. package/src/renderers/webgl/WebGLAttributes.js +193 -0
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  1119. package/src/renderers/webgl/WebGLCapabilities.js +121 -0
  1120. package/src/renderers/webgl/WebGLClipping.js +167 -0
  1121. package/src/renderers/webgl/WebGLCubeMaps.js +99 -0
  1122. package/src/renderers/webgl/WebGLCubeUVMaps.js +130 -0
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  1125. package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +71 -0
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  1128. package/src/renderers/webgl/WebGLMaterials.js +677 -0
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  1142. package/src/renderers/webgl/WebGLUniformsGroups.js +372 -0
  1143. package/src/renderers/webgl/WebGLUtils.js +266 -0
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  1159. package/src/textures/VideoTexture.js +55 -0
  1160. package/src/utils.js +71 -0
@@ -0,0 +1,332 @@
1
+ import {
2
+ Color,
3
+ Matrix4,
4
+ Mesh,
5
+ PerspectiveCamera,
6
+ Plane,
7
+ Quaternion,
8
+ ShaderMaterial,
9
+ UniformsUtils,
10
+ Vector3,
11
+ Vector4,
12
+ WebGLRenderTarget,
13
+ LinearEncoding,
14
+ NoToneMapping,
15
+ HalfFloatType
16
+ } from 'three';
17
+
18
+ class Refractor extends Mesh {
19
+
20
+ constructor( geometry, options = {} ) {
21
+
22
+ super( geometry );
23
+
24
+ this.isRefractor = true;
25
+
26
+ this.type = 'Refractor';
27
+ this.camera = new PerspectiveCamera();
28
+
29
+ const scope = this;
30
+
31
+ const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
32
+ const textureWidth = options.textureWidth || 512;
33
+ const textureHeight = options.textureHeight || 512;
34
+ const clipBias = options.clipBias || 0;
35
+ const shader = options.shader || Refractor.RefractorShader;
36
+ const multisample = ( options.multisample !== undefined ) ? options.multisample : 4;
37
+
38
+ //
39
+
40
+ const virtualCamera = this.camera;
41
+ virtualCamera.matrixAutoUpdate = false;
42
+ virtualCamera.userData.refractor = true;
43
+
44
+ //
45
+
46
+ const refractorPlane = new Plane();
47
+ const textureMatrix = new Matrix4();
48
+
49
+ // render target
50
+
51
+ const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } );
52
+
53
+ // material
54
+
55
+ this.material = new ShaderMaterial( {
56
+ uniforms: UniformsUtils.clone( shader.uniforms ),
57
+ vertexShader: shader.vertexShader,
58
+ fragmentShader: shader.fragmentShader,
59
+ transparent: true // ensures, refractors are drawn from farthest to closest
60
+ } );
61
+
62
+ this.material.uniforms[ 'color' ].value = color;
63
+ this.material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
64
+ this.material.uniforms[ 'textureMatrix' ].value = textureMatrix;
65
+
66
+ // functions
67
+
68
+ const visible = ( function () {
69
+
70
+ const refractorWorldPosition = new Vector3();
71
+ const cameraWorldPosition = new Vector3();
72
+ const rotationMatrix = new Matrix4();
73
+
74
+ const view = new Vector3();
75
+ const normal = new Vector3();
76
+
77
+ return function visible( camera ) {
78
+
79
+ refractorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
80
+ cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
81
+
82
+ view.subVectors( refractorWorldPosition, cameraWorldPosition );
83
+
84
+ rotationMatrix.extractRotation( scope.matrixWorld );
85
+
86
+ normal.set( 0, 0, 1 );
87
+ normal.applyMatrix4( rotationMatrix );
88
+
89
+ return view.dot( normal ) < 0;
90
+
91
+ };
92
+
93
+ } )();
94
+
95
+ const updateRefractorPlane = ( function () {
96
+
97
+ const normal = new Vector3();
98
+ const position = new Vector3();
99
+ const quaternion = new Quaternion();
100
+ const scale = new Vector3();
101
+
102
+ return function updateRefractorPlane() {
103
+
104
+ scope.matrixWorld.decompose( position, quaternion, scale );
105
+ normal.set( 0, 0, 1 ).applyQuaternion( quaternion ).normalize();
106
+
107
+ // flip the normal because we want to cull everything above the plane
108
+
109
+ normal.negate();
110
+
111
+ refractorPlane.setFromNormalAndCoplanarPoint( normal, position );
112
+
113
+ };
114
+
115
+ } )();
116
+
117
+ const updateVirtualCamera = ( function () {
118
+
119
+ const clipPlane = new Plane();
120
+ const clipVector = new Vector4();
121
+ const q = new Vector4();
122
+
123
+ return function updateVirtualCamera( camera ) {
124
+
125
+ virtualCamera.matrixWorld.copy( camera.matrixWorld );
126
+ virtualCamera.matrixWorldInverse.copy( virtualCamera.matrixWorld ).invert();
127
+ virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
128
+ virtualCamera.far = camera.far; // used in WebGLBackground
129
+
130
+ // The following code creates an oblique view frustum for clipping.
131
+ // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
132
+ // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
133
+
134
+ clipPlane.copy( refractorPlane );
135
+ clipPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
136
+
137
+ clipVector.set( clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant );
138
+
139
+ // calculate the clip-space corner point opposite the clipping plane and
140
+ // transform it into camera space by multiplying it by the inverse of the projection matrix
141
+
142
+ const projectionMatrix = virtualCamera.projectionMatrix;
143
+
144
+ q.x = ( Math.sign( clipVector.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
145
+ q.y = ( Math.sign( clipVector.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
146
+ q.z = - 1.0;
147
+ q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
148
+
149
+ // calculate the scaled plane vector
150
+
151
+ clipVector.multiplyScalar( 2.0 / clipVector.dot( q ) );
152
+
153
+ // replacing the third row of the projection matrix
154
+
155
+ projectionMatrix.elements[ 2 ] = clipVector.x;
156
+ projectionMatrix.elements[ 6 ] = clipVector.y;
157
+ projectionMatrix.elements[ 10 ] = clipVector.z + 1.0 - clipBias;
158
+ projectionMatrix.elements[ 14 ] = clipVector.w;
159
+
160
+ };
161
+
162
+ } )();
163
+
164
+ // This will update the texture matrix that is used for projective texture mapping in the shader.
165
+ // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
166
+
167
+ function updateTextureMatrix( camera ) {
168
+
169
+ // this matrix does range mapping to [ 0, 1 ]
170
+
171
+ textureMatrix.set(
172
+ 0.5, 0.0, 0.0, 0.5,
173
+ 0.0, 0.5, 0.0, 0.5,
174
+ 0.0, 0.0, 0.5, 0.5,
175
+ 0.0, 0.0, 0.0, 1.0
176
+ );
177
+
178
+ // we use "Object Linear Texgen", so we need to multiply the texture matrix T
179
+ // (matrix above) with the projection and view matrix of the virtual camera
180
+ // and the model matrix of the refractor
181
+
182
+ textureMatrix.multiply( camera.projectionMatrix );
183
+ textureMatrix.multiply( camera.matrixWorldInverse );
184
+ textureMatrix.multiply( scope.matrixWorld );
185
+
186
+ }
187
+
188
+ //
189
+
190
+ function render( renderer, scene, camera ) {
191
+
192
+ scope.visible = false;
193
+
194
+ const currentRenderTarget = renderer.getRenderTarget();
195
+ const currentXrEnabled = renderer.xr.enabled;
196
+ const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
197
+ const currentOutputEncoding = renderer.outputEncoding;
198
+ const currentToneMapping = renderer.toneMapping;
199
+
200
+ renderer.xr.enabled = false; // avoid camera modification
201
+ renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
202
+ renderer.outputEncoding = LinearEncoding;
203
+ renderer.toneMapping = NoToneMapping;
204
+
205
+ renderer.setRenderTarget( renderTarget );
206
+ if ( renderer.autoClear === false ) renderer.clear();
207
+ renderer.render( scene, virtualCamera );
208
+
209
+ renderer.xr.enabled = currentXrEnabled;
210
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
211
+ renderer.outputEncoding = currentOutputEncoding;
212
+ renderer.toneMapping = currentToneMapping;
213
+ renderer.setRenderTarget( currentRenderTarget );
214
+
215
+ // restore viewport
216
+
217
+ const viewport = camera.viewport;
218
+
219
+ if ( viewport !== undefined ) {
220
+
221
+ renderer.state.viewport( viewport );
222
+
223
+ }
224
+
225
+ scope.visible = true;
226
+
227
+ }
228
+
229
+ //
230
+
231
+ this.onBeforeRender = function ( renderer, scene, camera ) {
232
+
233
+ // ensure refractors are rendered only once per frame
234
+
235
+ if ( camera.userData.refractor === true ) return;
236
+
237
+ // avoid rendering when the refractor is viewed from behind
238
+
239
+ if ( ! visible( camera ) === true ) return;
240
+
241
+ // update
242
+
243
+ updateRefractorPlane();
244
+
245
+ updateTextureMatrix( camera );
246
+
247
+ updateVirtualCamera( camera );
248
+
249
+ render( renderer, scene, camera );
250
+
251
+ };
252
+
253
+ this.getRenderTarget = function () {
254
+
255
+ return renderTarget;
256
+
257
+ };
258
+
259
+ this.dispose = function () {
260
+
261
+ renderTarget.dispose();
262
+ scope.material.dispose();
263
+
264
+ };
265
+
266
+ }
267
+
268
+ }
269
+
270
+ Refractor.RefractorShader = {
271
+
272
+ uniforms: {
273
+
274
+ 'color': {
275
+ value: null
276
+ },
277
+
278
+ 'tDiffuse': {
279
+ value: null
280
+ },
281
+
282
+ 'textureMatrix': {
283
+ value: null
284
+ }
285
+
286
+ },
287
+
288
+ vertexShader: /* glsl */`
289
+
290
+ uniform mat4 textureMatrix;
291
+
292
+ varying vec4 vUv;
293
+
294
+ void main() {
295
+
296
+ vUv = textureMatrix * vec4( position, 1.0 );
297
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
298
+
299
+ }`,
300
+
301
+ fragmentShader: /* glsl */`
302
+
303
+ uniform vec3 color;
304
+ uniform sampler2D tDiffuse;
305
+
306
+ varying vec4 vUv;
307
+
308
+ float blendOverlay( float base, float blend ) {
309
+
310
+ return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
311
+
312
+ }
313
+
314
+ vec3 blendOverlay( vec3 base, vec3 blend ) {
315
+
316
+ return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
317
+
318
+ }
319
+
320
+ void main() {
321
+
322
+ vec4 base = texture2DProj( tDiffuse, vUv );
323
+ gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
324
+
325
+ #include <tonemapping_fragment>
326
+ #include <encodings_fragment>
327
+
328
+ }`
329
+
330
+ };
331
+
332
+ export { Refractor };
@@ -0,0 +1,80 @@
1
+ import {
2
+ Matrix4,
3
+ Mesh,
4
+ MeshBasicMaterial,
5
+ EqualStencilFunc,
6
+ IncrementStencilOp
7
+ } from 'three';
8
+
9
+ /**
10
+ * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
11
+ */
12
+
13
+ const _shadowMatrix = new Matrix4();
14
+
15
+ class ShadowMesh extends Mesh {
16
+
17
+ constructor( mesh ) {
18
+
19
+ const shadowMaterial = new MeshBasicMaterial( {
20
+
21
+ color: 0x000000,
22
+ transparent: true,
23
+ opacity: 0.6,
24
+ depthWrite: false,
25
+ stencilWrite: true,
26
+ stencilFunc: EqualStencilFunc,
27
+ stencilRef: 0,
28
+ stencilZPass: IncrementStencilOp
29
+
30
+ } );
31
+
32
+ super( mesh.geometry, shadowMaterial );
33
+
34
+ this.isShadowMesh = true;
35
+
36
+ this.meshMatrix = mesh.matrixWorld;
37
+
38
+ this.frustumCulled = false;
39
+ this.matrixAutoUpdate = false;
40
+
41
+ }
42
+
43
+ update( plane, lightPosition4D ) {
44
+
45
+ // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
46
+
47
+ const dot = plane.normal.x * lightPosition4D.x +
48
+ plane.normal.y * lightPosition4D.y +
49
+ plane.normal.z * lightPosition4D.z +
50
+ - plane.constant * lightPosition4D.w;
51
+
52
+ const sme = _shadowMatrix.elements;
53
+
54
+ sme[ 0 ] = dot - lightPosition4D.x * plane.normal.x;
55
+ sme[ 4 ] = - lightPosition4D.x * plane.normal.y;
56
+ sme[ 8 ] = - lightPosition4D.x * plane.normal.z;
57
+ sme[ 12 ] = - lightPosition4D.x * - plane.constant;
58
+
59
+ sme[ 1 ] = - lightPosition4D.y * plane.normal.x;
60
+ sme[ 5 ] = dot - lightPosition4D.y * plane.normal.y;
61
+ sme[ 9 ] = - lightPosition4D.y * plane.normal.z;
62
+ sme[ 13 ] = - lightPosition4D.y * - plane.constant;
63
+
64
+ sme[ 2 ] = - lightPosition4D.z * plane.normal.x;
65
+ sme[ 6 ] = - lightPosition4D.z * plane.normal.y;
66
+ sme[ 10 ] = dot - lightPosition4D.z * plane.normal.z;
67
+ sme[ 14 ] = - lightPosition4D.z * - plane.constant;
68
+
69
+ sme[ 3 ] = - lightPosition4D.w * plane.normal.x;
70
+ sme[ 7 ] = - lightPosition4D.w * plane.normal.y;
71
+ sme[ 11 ] = - lightPosition4D.w * plane.normal.z;
72
+ sme[ 15 ] = dot - lightPosition4D.w * - plane.constant;
73
+
74
+ this.matrix.multiplyMatrices( _shadowMatrix, this.meshMatrix );
75
+
76
+ }
77
+
78
+ }
79
+
80
+ export { ShadowMesh };
@@ -0,0 +1,219 @@
1
+ import {
2
+ BackSide,
3
+ BoxGeometry,
4
+ Mesh,
5
+ ShaderMaterial,
6
+ UniformsUtils,
7
+ Vector3
8
+ } from 'three';
9
+
10
+ /**
11
+ * Based on "A Practical Analytic Model for Daylight"
12
+ * aka The Preetham Model, the de facto standard analytic skydome model
13
+ * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
14
+ *
15
+ * First implemented by Simon Wallner
16
+ * http://simonwallner.at/project/atmospheric-scattering/
17
+ *
18
+ * Improved by Martin Upitis
19
+ * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
20
+ *
21
+ * Three.js integration by zz85 http://twitter.com/blurspline
22
+ */
23
+
24
+ class Sky extends Mesh {
25
+
26
+ constructor() {
27
+
28
+ const shader = Sky.SkyShader;
29
+
30
+ const material = new ShaderMaterial( {
31
+ name: 'SkyShader',
32
+ fragmentShader: shader.fragmentShader,
33
+ vertexShader: shader.vertexShader,
34
+ uniforms: UniformsUtils.clone( shader.uniforms ),
35
+ side: BackSide,
36
+ depthWrite: false
37
+ } );
38
+
39
+ super( new BoxGeometry( 1, 1, 1 ), material );
40
+
41
+ this.isSky = true;
42
+
43
+ }
44
+
45
+ }
46
+
47
+ Sky.SkyShader = {
48
+
49
+ uniforms: {
50
+ 'turbidity': { value: 2 },
51
+ 'rayleigh': { value: 1 },
52
+ 'mieCoefficient': { value: 0.005 },
53
+ 'mieDirectionalG': { value: 0.8 },
54
+ 'sunPosition': { value: new Vector3() },
55
+ 'up': { value: new Vector3( 0, 1, 0 ) }
56
+ },
57
+
58
+ vertexShader: /* glsl */`
59
+ uniform vec3 sunPosition;
60
+ uniform float rayleigh;
61
+ uniform float turbidity;
62
+ uniform float mieCoefficient;
63
+ uniform vec3 up;
64
+
65
+ varying vec3 vWorldPosition;
66
+ varying vec3 vSunDirection;
67
+ varying float vSunfade;
68
+ varying vec3 vBetaR;
69
+ varying vec3 vBetaM;
70
+ varying float vSunE;
71
+
72
+ // constants for atmospheric scattering
73
+ const float e = 2.71828182845904523536028747135266249775724709369995957;
74
+ const float pi = 3.141592653589793238462643383279502884197169;
75
+
76
+ // wavelength of used primaries, according to preetham
77
+ const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );
78
+ // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
79
+ // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
80
+ const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
81
+
82
+ // mie stuff
83
+ // K coefficient for the primaries
84
+ const float v = 4.0;
85
+ const vec3 K = vec3( 0.686, 0.678, 0.666 );
86
+ // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
87
+ const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );
88
+
89
+ // earth shadow hack
90
+ // cutoffAngle = pi / 1.95;
91
+ const float cutoffAngle = 1.6110731556870734;
92
+ const float steepness = 1.5;
93
+ const float EE = 1000.0;
94
+
95
+ float sunIntensity( float zenithAngleCos ) {
96
+ zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );
97
+ return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );
98
+ }
99
+
100
+ vec3 totalMie( float T ) {
101
+ float c = ( 0.2 * T ) * 10E-18;
102
+ return 0.434 * c * MieConst;
103
+ }
104
+
105
+ void main() {
106
+
107
+ vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
108
+ vWorldPosition = worldPosition.xyz;
109
+
110
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
111
+ gl_Position.z = gl_Position.w; // set z to camera.far
112
+
113
+ vSunDirection = normalize( sunPosition );
114
+
115
+ vSunE = sunIntensity( dot( vSunDirection, up ) );
116
+
117
+ vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );
118
+
119
+ float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );
120
+
121
+ // extinction (absorbtion + out scattering)
122
+ // rayleigh coefficients
123
+ vBetaR = totalRayleigh * rayleighCoefficient;
124
+
125
+ // mie coefficients
126
+ vBetaM = totalMie( turbidity ) * mieCoefficient;
127
+
128
+ }`,
129
+
130
+ fragmentShader: /* glsl */`
131
+ varying vec3 vWorldPosition;
132
+ varying vec3 vSunDirection;
133
+ varying float vSunfade;
134
+ varying vec3 vBetaR;
135
+ varying vec3 vBetaM;
136
+ varying float vSunE;
137
+
138
+ uniform float mieDirectionalG;
139
+ uniform vec3 up;
140
+
141
+ const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );
142
+
143
+ // constants for atmospheric scattering
144
+ const float pi = 3.141592653589793238462643383279502884197169;
145
+
146
+ const float n = 1.0003; // refractive index of air
147
+ const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
148
+
149
+ // optical length at zenith for molecules
150
+ const float rayleighZenithLength = 8.4E3;
151
+ const float mieZenithLength = 1.25E3;
152
+ // 66 arc seconds -> degrees, and the cosine of that
153
+ const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;
154
+
155
+ // 3.0 / ( 16.0 * pi )
156
+ const float THREE_OVER_SIXTEENPI = 0.05968310365946075;
157
+ // 1.0 / ( 4.0 * pi )
158
+ const float ONE_OVER_FOURPI = 0.07957747154594767;
159
+
160
+ float rayleighPhase( float cosTheta ) {
161
+ return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );
162
+ }
163
+
164
+ float hgPhase( float cosTheta, float g ) {
165
+ float g2 = pow( g, 2.0 );
166
+ float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );
167
+ return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );
168
+ }
169
+
170
+ void main() {
171
+
172
+ vec3 direction = normalize( vWorldPosition - cameraPos );
173
+
174
+ // optical length
175
+ // cutoff angle at 90 to avoid singularity in next formula.
176
+ float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );
177
+ float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );
178
+ float sR = rayleighZenithLength * inverse;
179
+ float sM = mieZenithLength * inverse;
180
+
181
+ // combined extinction factor
182
+ vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );
183
+
184
+ // in scattering
185
+ float cosTheta = dot( direction, vSunDirection );
186
+
187
+ float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );
188
+ vec3 betaRTheta = vBetaR * rPhase;
189
+
190
+ float mPhase = hgPhase( cosTheta, mieDirectionalG );
191
+ vec3 betaMTheta = vBetaM * mPhase;
192
+
193
+ vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );
194
+ Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );
195
+
196
+ // nightsky
197
+ float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]
198
+ float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]
199
+ vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );
200
+ vec3 L0 = vec3( 0.1 ) * Fex;
201
+
202
+ // composition + solar disc
203
+ float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );
204
+ L0 += ( vSunE * 19000.0 * Fex ) * sundisk;
205
+
206
+ vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );
207
+
208
+ vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );
209
+
210
+ gl_FragColor = vec4( retColor, 1.0 );
211
+
212
+ #include <tonemapping_fragment>
213
+ #include <encodings_fragment>
214
+
215
+ }`
216
+
217
+ };
218
+
219
+ export { Sky };