@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
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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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  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
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  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
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  1032. package/src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js +10 -0
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  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
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  1160. package/src/utils.js +71 -0
@@ -0,0 +1,329 @@
1
+ import {
2
+ Color,
3
+ FrontSide,
4
+ Matrix4,
5
+ Mesh,
6
+ PerspectiveCamera,
7
+ Plane,
8
+ ShaderMaterial,
9
+ UniformsLib,
10
+ UniformsUtils,
11
+ Vector3,
12
+ Vector4,
13
+ WebGLRenderTarget
14
+ } from 'three';
15
+
16
+ /**
17
+ * Work based on :
18
+ * https://github.com/Slayvin: Flat mirror for three.js
19
+ * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
20
+ * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
21
+ */
22
+
23
+ class Water extends Mesh {
24
+
25
+ constructor( geometry, options = {} ) {
26
+
27
+ super( geometry );
28
+
29
+ this.isWater = true;
30
+
31
+ const scope = this;
32
+
33
+ const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
34
+ const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
35
+
36
+ const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
37
+ const alpha = options.alpha !== undefined ? options.alpha : 1.0;
38
+ const time = options.time !== undefined ? options.time : 0.0;
39
+ const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
40
+ const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
41
+ const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
42
+ const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
43
+ const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
44
+ const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
45
+ const side = options.side !== undefined ? options.side : FrontSide;
46
+ const fog = options.fog !== undefined ? options.fog : false;
47
+
48
+ //
49
+
50
+ const mirrorPlane = new Plane();
51
+ const normal = new Vector3();
52
+ const mirrorWorldPosition = new Vector3();
53
+ const cameraWorldPosition = new Vector3();
54
+ const rotationMatrix = new Matrix4();
55
+ const lookAtPosition = new Vector3( 0, 0, - 1 );
56
+ const clipPlane = new Vector4();
57
+
58
+ const view = new Vector3();
59
+ const target = new Vector3();
60
+ const q = new Vector4();
61
+
62
+ const textureMatrix = new Matrix4();
63
+
64
+ const mirrorCamera = new PerspectiveCamera();
65
+
66
+ const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight );
67
+
68
+ const mirrorShader = {
69
+
70
+ uniforms: UniformsUtils.merge( [
71
+ UniformsLib[ 'fog' ],
72
+ UniformsLib[ 'lights' ],
73
+ {
74
+ 'normalSampler': { value: null },
75
+ 'mirrorSampler': { value: null },
76
+ 'alpha': { value: 1.0 },
77
+ 'time': { value: 0.0 },
78
+ 'size': { value: 1.0 },
79
+ 'distortionScale': { value: 20.0 },
80
+ 'textureMatrix': { value: new Matrix4() },
81
+ 'sunColor': { value: new Color( 0x7F7F7F ) },
82
+ 'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
83
+ 'eye': { value: new Vector3() },
84
+ 'waterColor': { value: new Color( 0x555555 ) }
85
+ }
86
+ ] ),
87
+
88
+ vertexShader: /* glsl */`
89
+ uniform mat4 textureMatrix;
90
+ uniform float time;
91
+
92
+ varying vec4 mirrorCoord;
93
+ varying vec4 worldPosition;
94
+
95
+ #include <common>
96
+ #include <fog_pars_vertex>
97
+ #include <shadowmap_pars_vertex>
98
+ #include <logdepthbuf_pars_vertex>
99
+
100
+ void main() {
101
+ mirrorCoord = modelMatrix * vec4( position, 1.0 );
102
+ worldPosition = mirrorCoord.xyzw;
103
+ mirrorCoord = textureMatrix * mirrorCoord;
104
+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
105
+ gl_Position = projectionMatrix * mvPosition;
106
+
107
+ #include <beginnormal_vertex>
108
+ #include <defaultnormal_vertex>
109
+ #include <logdepthbuf_vertex>
110
+ #include <fog_vertex>
111
+ #include <shadowmap_vertex>
112
+ }`,
113
+
114
+ fragmentShader: /* glsl */`
115
+ uniform sampler2D mirrorSampler;
116
+ uniform float alpha;
117
+ uniform float time;
118
+ uniform float size;
119
+ uniform float distortionScale;
120
+ uniform sampler2D normalSampler;
121
+ uniform vec3 sunColor;
122
+ uniform vec3 sunDirection;
123
+ uniform vec3 eye;
124
+ uniform vec3 waterColor;
125
+
126
+ varying vec4 mirrorCoord;
127
+ varying vec4 worldPosition;
128
+
129
+ vec4 getNoise( vec2 uv ) {
130
+ vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
131
+ vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
132
+ vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
133
+ vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
134
+ vec4 noise = texture2D( normalSampler, uv0 ) +
135
+ texture2D( normalSampler, uv1 ) +
136
+ texture2D( normalSampler, uv2 ) +
137
+ texture2D( normalSampler, uv3 );
138
+ return noise * 0.5 - 1.0;
139
+ }
140
+
141
+ void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
142
+ vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
143
+ float direction = max( 0.0, dot( eyeDirection, reflection ) );
144
+ specularColor += pow( direction, shiny ) * sunColor * spec;
145
+ diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
146
+ }
147
+
148
+ #include <common>
149
+ #include <packing>
150
+ #include <bsdfs>
151
+ #include <fog_pars_fragment>
152
+ #include <logdepthbuf_pars_fragment>
153
+ #include <lights_pars_begin>
154
+ #include <shadowmap_pars_fragment>
155
+ #include <shadowmask_pars_fragment>
156
+
157
+ void main() {
158
+
159
+ #include <logdepthbuf_fragment>
160
+ vec4 noise = getNoise( worldPosition.xz * size );
161
+ vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
162
+
163
+ vec3 diffuseLight = vec3(0.0);
164
+ vec3 specularLight = vec3(0.0);
165
+
166
+ vec3 worldToEye = eye-worldPosition.xyz;
167
+ vec3 eyeDirection = normalize( worldToEye );
168
+ sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
169
+
170
+ float distance = length(worldToEye);
171
+
172
+ vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
173
+ vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
174
+
175
+ float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
176
+ float rf0 = 0.3;
177
+ float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
178
+ vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
179
+ vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
180
+ vec3 outgoingLight = albedo;
181
+ gl_FragColor = vec4( outgoingLight, alpha );
182
+
183
+ #include <tonemapping_fragment>
184
+ #include <fog_fragment>
185
+ }`
186
+
187
+ };
188
+
189
+ const material = new ShaderMaterial( {
190
+ fragmentShader: mirrorShader.fragmentShader,
191
+ vertexShader: mirrorShader.vertexShader,
192
+ uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
193
+ lights: true,
194
+ side: side,
195
+ fog: fog
196
+ } );
197
+
198
+ material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
199
+ material.uniforms[ 'textureMatrix' ].value = textureMatrix;
200
+ material.uniforms[ 'alpha' ].value = alpha;
201
+ material.uniforms[ 'time' ].value = time;
202
+ material.uniforms[ 'normalSampler' ].value = normalSampler;
203
+ material.uniforms[ 'sunColor' ].value = sunColor;
204
+ material.uniforms[ 'waterColor' ].value = waterColor;
205
+ material.uniforms[ 'sunDirection' ].value = sunDirection;
206
+ material.uniforms[ 'distortionScale' ].value = distortionScale;
207
+
208
+ material.uniforms[ 'eye' ].value = eye;
209
+
210
+ scope.material = material;
211
+
212
+ scope.onBeforeRender = function ( renderer, scene, camera ) {
213
+
214
+ mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
215
+ cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
216
+
217
+ rotationMatrix.extractRotation( scope.matrixWorld );
218
+
219
+ normal.set( 0, 0, 1 );
220
+ normal.applyMatrix4( rotationMatrix );
221
+
222
+ view.subVectors( mirrorWorldPosition, cameraWorldPosition );
223
+
224
+ // Avoid rendering when mirror is facing away
225
+
226
+ if ( view.dot( normal ) > 0 ) return;
227
+
228
+ view.reflect( normal ).negate();
229
+ view.add( mirrorWorldPosition );
230
+
231
+ rotationMatrix.extractRotation( camera.matrixWorld );
232
+
233
+ lookAtPosition.set( 0, 0, - 1 );
234
+ lookAtPosition.applyMatrix4( rotationMatrix );
235
+ lookAtPosition.add( cameraWorldPosition );
236
+
237
+ target.subVectors( mirrorWorldPosition, lookAtPosition );
238
+ target.reflect( normal ).negate();
239
+ target.add( mirrorWorldPosition );
240
+
241
+ mirrorCamera.position.copy( view );
242
+ mirrorCamera.up.set( 0, 1, 0 );
243
+ mirrorCamera.up.applyMatrix4( rotationMatrix );
244
+ mirrorCamera.up.reflect( normal );
245
+ mirrorCamera.lookAt( target );
246
+
247
+ mirrorCamera.far = camera.far; // Used in WebGLBackground
248
+
249
+ mirrorCamera.updateMatrixWorld();
250
+ mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
251
+
252
+ // Update the texture matrix
253
+ textureMatrix.set(
254
+ 0.5, 0.0, 0.0, 0.5,
255
+ 0.0, 0.5, 0.0, 0.5,
256
+ 0.0, 0.0, 0.5, 0.5,
257
+ 0.0, 0.0, 0.0, 1.0
258
+ );
259
+ textureMatrix.multiply( mirrorCamera.projectionMatrix );
260
+ textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
261
+
262
+ // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
263
+ // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
264
+ mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
265
+ mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
266
+
267
+ clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
268
+
269
+ const projectionMatrix = mirrorCamera.projectionMatrix;
270
+
271
+ q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
272
+ q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
273
+ q.z = - 1.0;
274
+ q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
275
+
276
+ // Calculate the scaled plane vector
277
+ clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
278
+
279
+ // Replacing the third row of the projection matrix
280
+ projectionMatrix.elements[ 2 ] = clipPlane.x;
281
+ projectionMatrix.elements[ 6 ] = clipPlane.y;
282
+ projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
283
+ projectionMatrix.elements[ 14 ] = clipPlane.w;
284
+
285
+ eye.setFromMatrixPosition( camera.matrixWorld );
286
+
287
+ // Render
288
+
289
+ const currentRenderTarget = renderer.getRenderTarget();
290
+
291
+ const currentXrEnabled = renderer.xr.enabled;
292
+ const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
293
+
294
+ scope.visible = false;
295
+
296
+ renderer.xr.enabled = false; // Avoid camera modification and recursion
297
+ renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
298
+
299
+ renderer.setRenderTarget( renderTarget );
300
+
301
+ renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
302
+
303
+ if ( renderer.autoClear === false ) renderer.clear();
304
+ renderer.render( scene, mirrorCamera );
305
+
306
+ scope.visible = true;
307
+
308
+ renderer.xr.enabled = currentXrEnabled;
309
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
310
+
311
+ renderer.setRenderTarget( currentRenderTarget );
312
+
313
+ // Restore viewport
314
+
315
+ const viewport = camera.viewport;
316
+
317
+ if ( viewport !== undefined ) {
318
+
319
+ renderer.state.viewport( viewport );
320
+
321
+ }
322
+
323
+ };
324
+
325
+ }
326
+
327
+ }
328
+
329
+ export { Water };
@@ -0,0 +1,358 @@
1
+ import {
2
+ Clock,
3
+ Color,
4
+ Matrix4,
5
+ Mesh,
6
+ RepeatWrapping,
7
+ ShaderMaterial,
8
+ TextureLoader,
9
+ UniformsLib,
10
+ UniformsUtils,
11
+ Vector2,
12
+ Vector4
13
+ } from 'three';
14
+ import { Reflector } from '../objects/Reflector.js';
15
+ import { Refractor } from '../objects/Refractor.js';
16
+
17
+ /**
18
+ * References:
19
+ * https://alex.vlachos.com/graphics/Vlachos-SIGGRAPH10-WaterFlow.pdf
20
+ * http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
21
+ *
22
+ */
23
+
24
+ class Water extends Mesh {
25
+
26
+ constructor( geometry, options = {} ) {
27
+
28
+ super( geometry );
29
+
30
+ this.isWater = true;
31
+
32
+ this.type = 'Water';
33
+
34
+ const scope = this;
35
+
36
+ const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0xFFFFFF );
37
+ const textureWidth = options.textureWidth || 512;
38
+ const textureHeight = options.textureHeight || 512;
39
+ const clipBias = options.clipBias || 0;
40
+ const flowDirection = options.flowDirection || new Vector2( 1, 0 );
41
+ const flowSpeed = options.flowSpeed || 0.03;
42
+ const reflectivity = options.reflectivity || 0.02;
43
+ const scale = options.scale || 1;
44
+ const shader = options.shader || Water.WaterShader;
45
+
46
+ const textureLoader = new TextureLoader();
47
+
48
+ const flowMap = options.flowMap || undefined;
49
+ const normalMap0 = options.normalMap0 || textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' );
50
+ const normalMap1 = options.normalMap1 || textureLoader.load( 'textures/water/Water_2_M_Normal.jpg' );
51
+
52
+ const cycle = 0.15; // a cycle of a flow map phase
53
+ const halfCycle = cycle * 0.5;
54
+ const textureMatrix = new Matrix4();
55
+ const clock = new Clock();
56
+
57
+ // internal components
58
+
59
+ if ( Reflector === undefined ) {
60
+
61
+ console.error( 'THREE.Water: Required component Reflector not found.' );
62
+ return;
63
+
64
+ }
65
+
66
+ if ( Refractor === undefined ) {
67
+
68
+ console.error( 'THREE.Water: Required component Refractor not found.' );
69
+ return;
70
+
71
+ }
72
+
73
+ const reflector = new Reflector( geometry, {
74
+ textureWidth: textureWidth,
75
+ textureHeight: textureHeight,
76
+ clipBias: clipBias
77
+ } );
78
+
79
+ const refractor = new Refractor( geometry, {
80
+ textureWidth: textureWidth,
81
+ textureHeight: textureHeight,
82
+ clipBias: clipBias
83
+ } );
84
+
85
+ reflector.matrixAutoUpdate = false;
86
+ refractor.matrixAutoUpdate = false;
87
+
88
+ // material
89
+
90
+ this.material = new ShaderMaterial( {
91
+ uniforms: UniformsUtils.merge( [
92
+ UniformsLib[ 'fog' ],
93
+ shader.uniforms
94
+ ] ),
95
+ vertexShader: shader.vertexShader,
96
+ fragmentShader: shader.fragmentShader,
97
+ transparent: true,
98
+ fog: true
99
+ } );
100
+
101
+ if ( flowMap !== undefined ) {
102
+
103
+ this.material.defines.USE_FLOWMAP = '';
104
+ this.material.uniforms[ 'tFlowMap' ] = {
105
+ type: 't',
106
+ value: flowMap
107
+ };
108
+
109
+ } else {
110
+
111
+ this.material.uniforms[ 'flowDirection' ] = {
112
+ type: 'v2',
113
+ value: flowDirection
114
+ };
115
+
116
+ }
117
+
118
+ // maps
119
+
120
+ normalMap0.wrapS = normalMap0.wrapT = RepeatWrapping;
121
+ normalMap1.wrapS = normalMap1.wrapT = RepeatWrapping;
122
+
123
+ this.material.uniforms[ 'tReflectionMap' ].value = reflector.getRenderTarget().texture;
124
+ this.material.uniforms[ 'tRefractionMap' ].value = refractor.getRenderTarget().texture;
125
+ this.material.uniforms[ 'tNormalMap0' ].value = normalMap0;
126
+ this.material.uniforms[ 'tNormalMap1' ].value = normalMap1;
127
+
128
+ // water
129
+
130
+ this.material.uniforms[ 'color' ].value = color;
131
+ this.material.uniforms[ 'reflectivity' ].value = reflectivity;
132
+ this.material.uniforms[ 'textureMatrix' ].value = textureMatrix;
133
+
134
+ // inital values
135
+
136
+ this.material.uniforms[ 'config' ].value.x = 0; // flowMapOffset0
137
+ this.material.uniforms[ 'config' ].value.y = halfCycle; // flowMapOffset1
138
+ this.material.uniforms[ 'config' ].value.z = halfCycle; // halfCycle
139
+ this.material.uniforms[ 'config' ].value.w = scale; // scale
140
+
141
+ // functions
142
+
143
+ function updateTextureMatrix( camera ) {
144
+
145
+ textureMatrix.set(
146
+ 0.5, 0.0, 0.0, 0.5,
147
+ 0.0, 0.5, 0.0, 0.5,
148
+ 0.0, 0.0, 0.5, 0.5,
149
+ 0.0, 0.0, 0.0, 1.0
150
+ );
151
+
152
+ textureMatrix.multiply( camera.projectionMatrix );
153
+ textureMatrix.multiply( camera.matrixWorldInverse );
154
+ textureMatrix.multiply( scope.matrixWorld );
155
+
156
+ }
157
+
158
+ function updateFlow() {
159
+
160
+ const delta = clock.getDelta();
161
+ const config = scope.material.uniforms[ 'config' ];
162
+
163
+ config.value.x += flowSpeed * delta; // flowMapOffset0
164
+ config.value.y = config.value.x + halfCycle; // flowMapOffset1
165
+
166
+ // Important: The distance between offsets should be always the value of "halfCycle".
167
+ // Moreover, both offsets should be in the range of [ 0, cycle ].
168
+ // This approach ensures a smooth water flow and avoids "reset" effects.
169
+
170
+ if ( config.value.x >= cycle ) {
171
+
172
+ config.value.x = 0;
173
+ config.value.y = halfCycle;
174
+
175
+ } else if ( config.value.y >= cycle ) {
176
+
177
+ config.value.y = config.value.y - cycle;
178
+
179
+ }
180
+
181
+ }
182
+
183
+ //
184
+
185
+ this.onBeforeRender = function ( renderer, scene, camera ) {
186
+
187
+ updateTextureMatrix( camera );
188
+ updateFlow();
189
+
190
+ scope.visible = false;
191
+
192
+ reflector.matrixWorld.copy( scope.matrixWorld );
193
+ refractor.matrixWorld.copy( scope.matrixWorld );
194
+
195
+ reflector.onBeforeRender( renderer, scene, camera );
196
+ refractor.onBeforeRender( renderer, scene, camera );
197
+
198
+ scope.visible = true;
199
+
200
+ };
201
+
202
+ }
203
+
204
+ }
205
+
206
+ Water.WaterShader = {
207
+
208
+ uniforms: {
209
+
210
+ 'color': {
211
+ type: 'c',
212
+ value: null
213
+ },
214
+
215
+ 'reflectivity': {
216
+ type: 'f',
217
+ value: 0
218
+ },
219
+
220
+ 'tReflectionMap': {
221
+ type: 't',
222
+ value: null
223
+ },
224
+
225
+ 'tRefractionMap': {
226
+ type: 't',
227
+ value: null
228
+ },
229
+
230
+ 'tNormalMap0': {
231
+ type: 't',
232
+ value: null
233
+ },
234
+
235
+ 'tNormalMap1': {
236
+ type: 't',
237
+ value: null
238
+ },
239
+
240
+ 'textureMatrix': {
241
+ type: 'm4',
242
+ value: null
243
+ },
244
+
245
+ 'config': {
246
+ type: 'v4',
247
+ value: new Vector4()
248
+ }
249
+
250
+ },
251
+
252
+ vertexShader: /* glsl */`
253
+
254
+ #include <common>
255
+ #include <fog_pars_vertex>
256
+ #include <logdepthbuf_pars_vertex>
257
+
258
+ uniform mat4 textureMatrix;
259
+
260
+ varying vec4 vCoord;
261
+ varying vec2 vUv;
262
+ varying vec3 vToEye;
263
+
264
+ void main() {
265
+
266
+ vUv = uv;
267
+ vCoord = textureMatrix * vec4( position, 1.0 );
268
+
269
+ vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
270
+ vToEye = cameraPosition - worldPosition.xyz;
271
+
272
+ vec4 mvPosition = viewMatrix * worldPosition; // used in fog_vertex
273
+ gl_Position = projectionMatrix * mvPosition;
274
+
275
+ #include <logdepthbuf_vertex>
276
+ #include <fog_vertex>
277
+
278
+ }`,
279
+
280
+ fragmentShader: /* glsl */`
281
+
282
+ #include <common>
283
+ #include <fog_pars_fragment>
284
+ #include <logdepthbuf_pars_fragment>
285
+
286
+ uniform sampler2D tReflectionMap;
287
+ uniform sampler2D tRefractionMap;
288
+ uniform sampler2D tNormalMap0;
289
+ uniform sampler2D tNormalMap1;
290
+
291
+ #ifdef USE_FLOWMAP
292
+ uniform sampler2D tFlowMap;
293
+ #else
294
+ uniform vec2 flowDirection;
295
+ #endif
296
+
297
+ uniform vec3 color;
298
+ uniform float reflectivity;
299
+ uniform vec4 config;
300
+
301
+ varying vec4 vCoord;
302
+ varying vec2 vUv;
303
+ varying vec3 vToEye;
304
+
305
+ void main() {
306
+
307
+ #include <logdepthbuf_fragment>
308
+
309
+ float flowMapOffset0 = config.x;
310
+ float flowMapOffset1 = config.y;
311
+ float halfCycle = config.z;
312
+ float scale = config.w;
313
+
314
+ vec3 toEye = normalize( vToEye );
315
+
316
+ // determine flow direction
317
+ vec2 flow;
318
+ #ifdef USE_FLOWMAP
319
+ flow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0;
320
+ #else
321
+ flow = flowDirection;
322
+ #endif
323
+ flow.x *= - 1.0;
324
+
325
+ // sample normal maps (distort uvs with flowdata)
326
+ vec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 );
327
+ vec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 );
328
+
329
+ // linear interpolate to get the final normal color
330
+ float flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle;
331
+ vec4 normalColor = mix( normalColor0, normalColor1, flowLerp );
332
+
333
+ // calculate normal vector
334
+ vec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) );
335
+
336
+ // calculate the fresnel term to blend reflection and refraction maps
337
+ float theta = max( dot( toEye, normal ), 0.0 );
338
+ float reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 );
339
+
340
+ // calculate final uv coords
341
+ vec3 coord = vCoord.xyz / vCoord.w;
342
+ vec2 uv = coord.xy + coord.z * normal.xz * 0.05;
343
+
344
+ vec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) );
345
+ vec4 refractColor = texture2D( tRefractionMap, uv );
346
+
347
+ // multiply water color with the mix of both textures
348
+ gl_FragColor = vec4( color, 1.0 ) * mix( refractColor, reflectColor, reflectance );
349
+
350
+ #include <tonemapping_fragment>
351
+ #include <encodings_fragment>
352
+ #include <fog_fragment>
353
+
354
+ }`
355
+
356
+ };
357
+
358
+ export { Water };