@needle-tools/three 0.145.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +84 -0
- package/build/three.cjs +36042 -0
- package/build/three.js +36048 -0
- package/build/three.min.js +6 -0
- package/build/three.module.js +49769 -0
- package/examples/fonts/LICENSE +13 -0
- package/examples/fonts/README.md +11 -0
- package/examples/fonts/droid/NOTICE +190 -0
- package/examples/fonts/droid/README.txt +18 -0
- package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
- package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
- package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
- package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
- package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
- package/examples/fonts/gentilis_bold.typeface.json +1 -0
- package/examples/fonts/gentilis_regular.typeface.json +1 -0
- package/examples/fonts/helvetiker_bold.typeface.json +1 -0
- package/examples/fonts/helvetiker_regular.typeface.json +1 -0
- package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff +0 -0
- package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff2 +0 -0
- package/examples/fonts/open-sans/open-sans.css +9 -0
- package/examples/fonts/optimer_bold.typeface.json +1 -0
- package/examples/fonts/optimer_regular.typeface.json +1 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.eot +0 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.svg +3966 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.ttf +0 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.woff +0 -0
- package/examples/fonts/tabler-icons/fonts/tabler-icons.woff2 +0 -0
- package/examples/fonts/tabler-icons/tabler-icons.min.css +4 -0
- package/examples/fonts/ttf/README.md +9 -0
- package/examples/fonts/ttf/kenpixel.ttf +0 -0
- package/examples/js/animation/AnimationClipCreator.js +97 -0
- package/examples/js/animation/CCDIKSolver.js +433 -0
- package/examples/js/animation/MMDAnimationHelper.js +1117 -0
- package/examples/js/animation/MMDPhysics.js +1238 -0
- package/examples/js/cameras/CinematicCamera.js +157 -0
- package/examples/js/controls/ArcballControls.js +3037 -0
- package/examples/js/controls/DragControls.js +230 -0
- package/examples/js/controls/FirstPersonControls.js +334 -0
- package/examples/js/controls/FlyControls.js +347 -0
- package/examples/js/controls/OrbitControls.js +1075 -0
- package/examples/js/controls/PointerLockControls.js +153 -0
- package/examples/js/controls/TrackballControls.js +782 -0
- package/examples/js/controls/TransformControls.js +1386 -0
- package/examples/js/csm/CSM.js +382 -0
- package/examples/js/csm/CSMFrustum.js +133 -0
- package/examples/js/csm/CSMHelper.js +145 -0
- package/examples/js/csm/CSMShader.js +257 -0
- package/examples/js/curves/CurveExtras.js +348 -0
- package/examples/js/curves/NURBSCurve.js +75 -0
- package/examples/js/curves/NURBSSurface.js +54 -0
- package/examples/js/curves/NURBSUtils.js +476 -0
- package/examples/js/effects/AnaglyphEffect.js +100 -0
- package/examples/js/effects/AsciiEffect.js +259 -0
- package/examples/js/effects/OutlineEffect.js +454 -0
- package/examples/js/effects/ParallaxBarrierEffect.js +75 -0
- package/examples/js/effects/PeppersGhostEffect.js +166 -0
- package/examples/js/effects/StereoEffect.js +50 -0
- package/examples/js/environments/DebugEnvironment.js +53 -0
- package/examples/js/environments/RoomEnvironment.js +122 -0
- package/examples/js/exporters/ColladaExporter.js +504 -0
- package/examples/js/exporters/DRACOExporter.js +212 -0
- package/examples/js/exporters/EXRExporter.js +458 -0
- package/examples/js/exporters/GLTFExporter.js +2543 -0
- package/examples/js/exporters/MMDExporter.js +194 -0
- package/examples/js/exporters/OBJExporter.js +251 -0
- package/examples/js/exporters/PLYExporter.js +422 -0
- package/examples/js/exporters/STLExporter.js +190 -0
- package/examples/js/exporters/USDZExporter.js +523 -0
- package/examples/js/geometries/BoxLineGeometry.js +60 -0
- package/examples/js/geometries/ConvexGeometry.js +48 -0
- package/examples/js/geometries/DecalGeometry.js +291 -0
- package/examples/js/geometries/LightningStrike.js +874 -0
- package/examples/js/geometries/ParametricGeometries.js +215 -0
- package/examples/js/geometries/ParametricGeometry.js +108 -0
- package/examples/js/geometries/RoundedBoxGeometry.js +140 -0
- package/examples/js/geometries/TeapotGeometry.js +331 -0
- package/examples/js/geometries/TextGeometry.js +51 -0
- package/examples/js/helpers/LightProbeHelper.js +49 -0
- package/examples/js/helpers/OctreeHelper.js +74 -0
- package/examples/js/helpers/PositionalAudioHelper.js +89 -0
- package/examples/js/helpers/RectAreaLightHelper.js +74 -0
- package/examples/js/helpers/VertexNormalsHelper.js +72 -0
- package/examples/js/helpers/VertexTangentsHelper.js +62 -0
- package/examples/js/helpers/ViewHelper.js +266 -0
- package/examples/js/interactive/HTMLMesh.js +508 -0
- package/examples/js/interactive/InteractiveGroup.js +101 -0
- package/examples/js/interactive/SelectionBox.js +262 -0
- package/examples/js/interactive/SelectionHelper.js +91 -0
- package/examples/js/libs/ammo.wasm.js +822 -0
- package/examples/js/libs/ammo.wasm.wasm +0 -0
- package/examples/js/libs/basis/README.md +46 -0
- package/examples/js/libs/basis/basis_transcoder.js +21 -0
- package/examples/js/libs/basis/basis_transcoder.wasm +0 -0
- package/examples/js/libs/chevrotain.min.js +3 -0
- package/examples/js/libs/draco/README.md +32 -0
- package/examples/js/libs/draco/draco_decoder.js +52 -0
- package/examples/js/libs/draco/draco_decoder.wasm +0 -0
- package/examples/js/libs/draco/draco_encoder.js +33 -0
- package/examples/js/libs/draco/draco_wasm_wrapper.js +104 -0
- package/examples/js/libs/draco/gltf/draco_decoder.js +48 -0
- package/examples/js/libs/draco/gltf/draco_decoder.wasm +0 -0
- package/examples/js/libs/draco/gltf/draco_encoder.js +33 -0
- package/examples/js/libs/draco/gltf/draco_wasm_wrapper.js +104 -0
- package/examples/js/libs/fflate.min.js +7 -0
- package/examples/js/libs/ktx-parse.umd.js +1 -0
- package/examples/js/libs/lottie_canvas.js +12751 -0
- package/examples/js/libs/meshopt_decoder.js +188 -0
- package/examples/js/libs/opentype.min.js +1 -0
- package/examples/js/libs/stats.min.js +5 -0
- package/examples/js/lights/LightProbeGenerator.js +228 -0
- package/examples/js/lights/RectAreaLightUniformsLib.js +56 -0
- package/examples/js/lines/Line2.js +19 -0
- package/examples/js/lines/LineGeometry.js +71 -0
- package/examples/js/lines/LineMaterial.js +642 -0
- package/examples/js/lines/LineSegments2.js +362 -0
- package/examples/js/lines/LineSegmentsGeometry.js +219 -0
- package/examples/js/lines/Wireframe.js +52 -0
- package/examples/js/lines/WireframeGeometry2.js +18 -0
- package/examples/js/loaders/3DMLoader.js +1370 -0
- package/examples/js/loaders/3MFLoader.js +1340 -0
- package/examples/js/loaders/AMFLoader.js +529 -0
- package/examples/js/loaders/BVHLoader.js +394 -0
- package/examples/js/loaders/BasisTextureLoader.js +736 -0
- package/examples/js/loaders/ColladaLoader.js +3821 -0
- package/examples/js/loaders/DDSLoader.js +245 -0
- package/examples/js/loaders/DRACOLoader.js +548 -0
- package/examples/js/loaders/EXRLoader.js +2136 -0
- package/examples/js/loaders/FBXLoader.js +3835 -0
- package/examples/js/loaders/FontLoader.js +169 -0
- package/examples/js/loaders/GCodeLoader.js +256 -0
- package/examples/js/loaders/GLTFLoader.js +4159 -0
- package/examples/js/loaders/HDRCubeTextureLoader.js +93 -0
- package/examples/js/loaders/KMZLoader.js +125 -0
- package/examples/js/loaders/KTXLoader.js +177 -0
- package/examples/js/loaders/LDrawLoader.js +2374 -0
- package/examples/js/loaders/LUT3dlLoader.js +139 -0
- package/examples/js/loaders/LUTCubeLoader.js +140 -0
- package/examples/js/loaders/LWOLoader.js +966 -0
- package/examples/js/loaders/LogLuvLoader.js +765 -0
- package/examples/js/loaders/LottieLoader.js +62 -0
- package/examples/js/loaders/MD2Loader.js +249 -0
- package/examples/js/loaders/MDDLoader.js +95 -0
- package/examples/js/loaders/MMDLoader.js +1924 -0
- package/examples/js/loaders/MTLLoader.js +501 -0
- package/examples/js/loaders/NRRDLoader.js +649 -0
- package/examples/js/loaders/OBJLoader.js +804 -0
- package/examples/js/loaders/PCDLoader.js +408 -0
- package/examples/js/loaders/PDBLoader.js +313 -0
- package/examples/js/loaders/PLYLoader.js +562 -0
- package/examples/js/loaders/PRWMLoader.js +260 -0
- package/examples/js/loaders/PVRLoader.js +227 -0
- package/examples/js/loaders/RGBELoader.js +467 -0
- package/examples/js/loaders/RGBMLoader.js +1415 -0
- package/examples/js/loaders/STLLoader.js +371 -0
- package/examples/js/loaders/SVGLoader.js +2655 -0
- package/examples/js/loaders/TDSLoader.js +1029 -0
- package/examples/js/loaders/TGALoader.js +486 -0
- package/examples/js/loaders/TIFFLoader.js +31 -0
- package/examples/js/loaders/TTFLoader.js +211 -0
- package/examples/js/loaders/TiltLoader.js +460 -0
- package/examples/js/loaders/VOXLoader.js +248 -0
- package/examples/js/loaders/VRMLLoader.js +3237 -0
- package/examples/js/loaders/VTKLoader.js +1095 -0
- package/examples/js/loaders/XYZLoader.js +91 -0
- package/examples/js/loaders/lwo/IFFParser.js +1148 -0
- package/examples/js/loaders/lwo/LWO2Parser.js +448 -0
- package/examples/js/loaders/lwo/LWO3Parser.js +402 -0
- package/examples/js/materials/MeshGouraudMaterial.js +385 -0
- package/examples/js/math/Capsule.js +120 -0
- package/examples/js/math/ColorConverter.js +33 -0
- package/examples/js/math/ConvexHull.js +1110 -0
- package/examples/js/math/ImprovedNoise.js +66 -0
- package/examples/js/math/Lut.js +171 -0
- package/examples/js/math/MeshSurfaceSampler.js +193 -0
- package/examples/js/math/OBB.js +341 -0
- package/examples/js/math/Octree.js +465 -0
- package/examples/js/math/SimplexNoise.js +459 -0
- package/examples/js/misc/ConvexObjectBreaker.js +485 -0
- package/examples/js/misc/GPUComputationRenderer.js +397 -0
- package/examples/js/misc/Gyroscope.js +60 -0
- package/examples/js/misc/MD2Character.js +244 -0
- package/examples/js/misc/MD2CharacterComplex.js +494 -0
- package/examples/js/misc/MorphAnimMesh.js +69 -0
- package/examples/js/misc/MorphBlendMesh.js +292 -0
- package/examples/js/misc/ProgressiveLightMap.js +331 -0
- package/examples/js/misc/RollerCoaster.js +437 -0
- package/examples/js/misc/TubePainter.js +161 -0
- package/examples/js/misc/Volume.js +466 -0
- package/examples/js/misc/VolumeSlice.js +224 -0
- package/examples/js/modifiers/CurveModifier.js +311 -0
- package/examples/js/modifiers/EdgeSplitModifier.js +258 -0
- package/examples/js/modifiers/SimplifyModifier.js +468 -0
- package/examples/js/modifiers/TessellateModifier.js +283 -0
- package/examples/js/objects/GroundProjectedEnv.js +193 -0
- package/examples/js/objects/Lensflare.js +347 -0
- package/examples/js/objects/LightningStorm.js +209 -0
- package/examples/js/objects/MarchingCubes.js +738 -0
- package/examples/js/objects/Reflector.js +214 -0
- package/examples/js/objects/ReflectorForSSRPass.js +319 -0
- package/examples/js/objects/Refractor.js +261 -0
- package/examples/js/objects/ShadowMesh.js +60 -0
- package/examples/js/objects/Sky.js +223 -0
- package/examples/js/objects/Water.js +287 -0
- package/examples/js/objects/Water2.js +306 -0
- package/examples/js/physics/AmmoPhysics.js +256 -0
- package/examples/js/physics/OimoPhysics.js +215 -0
- package/examples/js/postprocessing/AdaptiveToneMappingPass.js +342 -0
- package/examples/js/postprocessing/AfterimagePass.js +70 -0
- package/examples/js/postprocessing/BloomPass.js +114 -0
- package/examples/js/postprocessing/BokehPass.js +103 -0
- package/examples/js/postprocessing/ClearPass.js +44 -0
- package/examples/js/postprocessing/CubeTexturePass.js +57 -0
- package/examples/js/postprocessing/DotScreenPass.js +49 -0
- package/examples/js/postprocessing/EffectComposer.js +279 -0
- package/examples/js/postprocessing/FilmPass.js +50 -0
- package/examples/js/postprocessing/GlitchPass.js +105 -0
- package/examples/js/postprocessing/HalftonePass.js +75 -0
- package/examples/js/postprocessing/LUTPass.js +184 -0
- package/examples/js/postprocessing/MaskPass.js +92 -0
- package/examples/js/postprocessing/OutlinePass.js +589 -0
- package/examples/js/postprocessing/Pass.js +75 -0
- package/examples/js/postprocessing/RenderPass.js +74 -0
- package/examples/js/postprocessing/SAOPass.js +366 -0
- package/examples/js/postprocessing/SMAAPass.js +153 -0
- package/examples/js/postprocessing/SSAARenderPass.js +156 -0
- package/examples/js/postprocessing/SSAOPass.js +351 -0
- package/examples/js/postprocessing/SSRPass.js +550 -0
- package/examples/js/postprocessing/SavePass.js +51 -0
- package/examples/js/postprocessing/ShaderPass.js +63 -0
- package/examples/js/postprocessing/TAARenderPass.js +128 -0
- package/examples/js/postprocessing/TexturePass.js +46 -0
- package/examples/js/postprocessing/UnrealBloomPass.js +357 -0
- package/examples/js/renderers/CSS2DRenderer.js +197 -0
- package/examples/js/renderers/CSS3DRenderer.js +258 -0
- package/examples/js/renderers/Projector.js +874 -0
- package/examples/js/renderers/SVGRenderer.js +537 -0
- package/examples/js/shaders/ACESFilmicToneMappingShader.js +92 -0
- package/examples/js/shaders/AfterimageShader.js +63 -0
- package/examples/js/shaders/BasicShader.js +30 -0
- package/examples/js/shaders/BleachBypassShader.js +65 -0
- package/examples/js/shaders/BlendShader.js +57 -0
- package/examples/js/shaders/BokehShader.js +159 -0
- package/examples/js/shaders/BokehShader2.js +428 -0
- package/examples/js/shaders/BrightnessContrastShader.js +61 -0
- package/examples/js/shaders/ColorCorrectionShader.js +56 -0
- package/examples/js/shaders/ColorifyShader.js +51 -0
- package/examples/js/shaders/ConvolutionShader.js +97 -0
- package/examples/js/shaders/CopyShader.js +48 -0
- package/examples/js/shaders/DOFMipMapShader.js +63 -0
- package/examples/js/shaders/DepthLimitedBlurShader.js +180 -0
- package/examples/js/shaders/DigitalGlitch.js +130 -0
- package/examples/js/shaders/DotScreenShader.js +76 -0
- package/examples/js/shaders/FXAAShader.js +286 -0
- package/examples/js/shaders/FilmShader.js +113 -0
- package/examples/js/shaders/FocusShader.js +98 -0
- package/examples/js/shaders/FreiChenShader.js +97 -0
- package/examples/js/shaders/GammaCorrectionShader.js +44 -0
- package/examples/js/shaders/GodRaysShader.js +297 -0
- package/examples/js/shaders/HalftoneShader.js +339 -0
- package/examples/js/shaders/HorizontalBlurShader.js +62 -0
- package/examples/js/shaders/HorizontalTiltShiftShader.js +68 -0
- package/examples/js/shaders/HueSaturationShader.js +72 -0
- package/examples/js/shaders/KaleidoShader.js +63 -0
- package/examples/js/shaders/LuminosityHighPassShader.js +71 -0
- package/examples/js/shaders/LuminosityShader.js +49 -0
- package/examples/js/shaders/MMDToonShader.js +100 -0
- package/examples/js/shaders/MirrorShader.js +59 -0
- package/examples/js/shaders/NormalMapShader.js +59 -0
- package/examples/js/shaders/PixelShader.js +51 -0
- package/examples/js/shaders/RGBShiftShader.js +59 -0
- package/examples/js/shaders/SAOShader.js +213 -0
- package/examples/js/shaders/SMAAShader.js +466 -0
- package/examples/js/shaders/SSAOShader.js +299 -0
- package/examples/js/shaders/SSRShader.js +393 -0
- package/examples/js/shaders/SepiaShader.js +55 -0
- package/examples/js/shaders/SobelOperatorShader.js +92 -0
- package/examples/js/shaders/SubsurfaceScatteringShader.js +49 -0
- package/examples/js/shaders/TechnicolorShader.js +46 -0
- package/examples/js/shaders/ToneMapShader.js +87 -0
- package/examples/js/shaders/ToonShader.js +351 -0
- package/examples/js/shaders/TriangleBlurShader.js +74 -0
- package/examples/js/shaders/UnpackDepthRGBAShader.js +50 -0
- package/examples/js/shaders/VerticalBlurShader.js +62 -0
- package/examples/js/shaders/VerticalTiltShiftShader.js +68 -0
- package/examples/js/shaders/VignetteShader.js +56 -0
- package/examples/js/shaders/VolumeShader.js +300 -0
- package/examples/js/shaders/WaterRefractionShader.js +88 -0
- package/examples/js/textures/FlakesTexture.js +41 -0
- package/examples/js/utils/BufferGeometryUtils.js +1094 -0
- package/examples/js/utils/CameraUtils.js +86 -0
- package/examples/js/utils/GPUStatsPanel.js +134 -0
- package/examples/js/utils/GeometryCompressionUtils.js +574 -0
- package/examples/js/utils/GeometryUtils.js +173 -0
- package/examples/js/utils/LDrawUtils.js +182 -0
- package/examples/js/utils/PackedPhongMaterial.js +107 -0
- package/examples/js/utils/SceneUtils.js +103 -0
- package/examples/js/utils/ShadowMapViewer.js +180 -0
- package/examples/js/utils/SkeletonUtils.js +507 -0
- package/examples/js/utils/UVsDebug.js +135 -0
- package/examples/js/utils/WorkerPool.js +115 -0
- package/examples/jsm/animation/AnimationClipCreator.js +114 -0
- package/examples/jsm/animation/CCDIKSolver.js +482 -0
- package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
- package/examples/jsm/animation/MMDPhysics.js +1406 -0
- package/examples/jsm/cameras/CinematicCamera.js +209 -0
- package/examples/jsm/capabilities/WebGL.js +91 -0
- package/examples/jsm/capabilities/WebGPU.js +39 -0
- package/examples/jsm/controls/ArcballControls.js +3216 -0
- package/examples/jsm/controls/DragControls.js +220 -0
- package/examples/jsm/controls/FirstPersonControls.js +325 -0
- package/examples/jsm/controls/FlyControls.js +284 -0
- package/examples/jsm/controls/OrbitControls.js +1249 -0
- package/examples/jsm/controls/PointerLockControls.js +157 -0
- package/examples/jsm/controls/TrackballControls.js +814 -0
- package/examples/jsm/controls/TransformControls.js +1558 -0
- package/examples/jsm/csm/CSM.js +378 -0
- package/examples/jsm/csm/CSMFrustum.js +152 -0
- package/examples/jsm/csm/CSMHelper.js +193 -0
- package/examples/jsm/csm/CSMShader.js +251 -0
- package/examples/jsm/curves/CurveExtras.js +422 -0
- package/examples/jsm/curves/NURBSCurve.js +80 -0
- package/examples/jsm/curves/NURBSSurface.js +52 -0
- package/examples/jsm/curves/NURBSUtils.js +487 -0
- package/examples/jsm/effects/AnaglyphEffect.js +168 -0
- package/examples/jsm/effects/AsciiEffect.js +266 -0
- package/examples/jsm/effects/OutlineEffect.js +553 -0
- package/examples/jsm/effects/ParallaxBarrierEffect.js +116 -0
- package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
- package/examples/jsm/effects/StereoEffect.js +55 -0
- package/examples/jsm/environments/DebugEnvironment.js +52 -0
- package/examples/jsm/environments/RoomEnvironment.js +144 -0
- package/examples/jsm/exporters/ColladaExporter.js +713 -0
- package/examples/jsm/exporters/DRACOExporter.js +225 -0
- package/examples/jsm/exporters/EXRExporter.js +507 -0
- package/examples/jsm/exporters/GLTFExporter.js +2870 -0
- package/examples/jsm/exporters/KTX2Exporter.js +281 -0
- package/examples/jsm/exporters/MMDExporter.js +217 -0
- package/examples/jsm/exporters/OBJExporter.js +284 -0
- package/examples/jsm/exporters/PLYExporter.js +521 -0
- package/examples/jsm/exporters/STLExporter.js +195 -0
- package/examples/jsm/exporters/USDZExporter.js +1112 -0
- package/examples/jsm/geometries/BoxLineGeometry.js +69 -0
- package/examples/jsm/geometries/ConvexGeometry.js +59 -0
- package/examples/jsm/geometries/DecalGeometry.js +356 -0
- package/examples/jsm/geometries/LightningStrike.js +1017 -0
- package/examples/jsm/geometries/ParametricGeometries.js +254 -0
- package/examples/jsm/geometries/ParametricGeometry.js +129 -0
- package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -0
- package/examples/jsm/geometries/TeapotGeometry.js +704 -0
- package/examples/jsm/geometries/TextGeometry.js +57 -0
- package/examples/jsm/helpers/LightProbeHelper.js +130 -0
- package/examples/jsm/helpers/OctreeHelper.js +72 -0
- package/examples/jsm/helpers/PositionalAudioHelper.js +109 -0
- package/examples/jsm/helpers/RectAreaLightHelper.js +85 -0
- package/examples/jsm/helpers/VertexNormalsHelper.js +96 -0
- package/examples/jsm/helpers/VertexTangentsHelper.js +88 -0
- package/examples/jsm/helpers/ViewHelper.js +319 -0
- package/examples/jsm/interactive/HTMLMesh.js +550 -0
- package/examples/jsm/interactive/InteractiveGroup.js +116 -0
- package/examples/jsm/interactive/SelectionBox.js +227 -0
- package/examples/jsm/interactive/SelectionHelper.js +97 -0
- package/examples/jsm/libs/OimoPhysics/OimoPhysics.js +37071 -0
- package/examples/jsm/libs/OimoPhysics/index.js +43 -0
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- package/src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js +321 -0
- package/src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js +68 -0
- package/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js +63 -0
- package/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js +66 -0
- package/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js +10 -0
- package/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js +33 -0
- package/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js +15 -0
- package/src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js +20 -0
- package/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js +14 -0
- package/src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js +77 -0
- package/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +36 -0
- package/src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js +116 -0
- package/src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl.js +10 -0
- package/src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js +17 -0
- package/src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js +15 -0
- package/src/renderers/shaders/ShaderChunk.js +265 -0
- package/src/renderers/shaders/ShaderLib/background.glsl.js +35 -0
- package/src/renderers/shaders/ShaderLib/cube.glsl.js +38 -0
- package/src/renderers/shaders/ShaderLib/depth.glsl.js +92 -0
- package/src/renderers/shaders/ShaderLib/distanceRGBA.glsl.js +73 -0
- package/src/renderers/shaders/ShaderLib/equirect.glsl.js +35 -0
- package/src/renderers/shaders/ShaderLib/linedashed.glsl.js +70 -0
- package/src/renderers/shaders/ShaderLib/meshbasic.glsl.js +115 -0
- package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +123 -0
- package/src/renderers/shaders/ShaderLib/meshmatcap.glsl.js +107 -0
- package/src/renderers/shaders/ShaderLib/meshnormal.glsl.js +82 -0
- package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +125 -0
- package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +216 -0
- package/src/renderers/shaders/ShaderLib/meshtoon.glsl.js +117 -0
- package/src/renderers/shaders/ShaderLib/points.glsl.js +71 -0
- package/src/renderers/shaders/ShaderLib/shadow.glsl.js +49 -0
- package/src/renderers/shaders/ShaderLib/sprite.glsl.js +79 -0
- package/src/renderers/shaders/ShaderLib/vsm.glsl.js +53 -0
- package/src/renderers/shaders/ShaderLib.js +331 -0
- package/src/renderers/shaders/UniformsLib.js +218 -0
- package/src/renderers/shaders/UniformsUtils.js +80 -0
- package/src/renderers/webgl/WebGLAnimation.js +53 -0
- package/src/renderers/webgl/WebGLAttributes.js +193 -0
- package/src/renderers/webgl/WebGLBackground.js +228 -0
- package/src/renderers/webgl/WebGLBindingStates.js +623 -0
- package/src/renderers/webgl/WebGLBufferRenderer.js +61 -0
- package/src/renderers/webgl/WebGLCapabilities.js +121 -0
- package/src/renderers/webgl/WebGLClipping.js +167 -0
- package/src/renderers/webgl/WebGLCubeMaps.js +99 -0
- package/src/renderers/webgl/WebGLCubeUVMaps.js +130 -0
- package/src/renderers/webgl/WebGLExtensions.js +96 -0
- package/src/renderers/webgl/WebGLGeometries.js +195 -0
- package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +71 -0
- package/src/renderers/webgl/WebGLInfo.js +72 -0
- package/src/renderers/webgl/WebGLLights.js +574 -0
- package/src/renderers/webgl/WebGLMaterials.js +677 -0
- package/src/renderers/webgl/WebGLMorphtargets.js +300 -0
- package/src/renderers/webgl/WebGLObjects.js +72 -0
- package/src/renderers/webgl/WebGLProgram.js +901 -0
- package/src/renderers/webgl/WebGLPrograms.js +542 -0
- package/src/renderers/webgl/WebGLProperties.js +48 -0
- package/src/renderers/webgl/WebGLRenderLists.js +238 -0
- package/src/renderers/webgl/WebGLRenderStates.js +107 -0
- package/src/renderers/webgl/WebGLShader.js +12 -0
- package/src/renderers/webgl/WebGLShaderCache.js +124 -0
- package/src/renderers/webgl/WebGLShadowMap.js +374 -0
- package/src/renderers/webgl/WebGLState.js +1263 -0
- package/src/renderers/webgl/WebGLTextures.js +1944 -0
- package/src/renderers/webgl/WebGLUniforms.js +1050 -0
- package/src/renderers/webgl/WebGLUniformsGroups.js +372 -0
- package/src/renderers/webgl/WebGLUtils.js +266 -0
- package/src/renderers/webxr/WebXRController.js +307 -0
- package/src/renderers/webxr/WebXRManager.js +731 -0
- package/src/scenes/Fog.js +37 -0
- package/src/scenes/FogExp2.js +34 -0
- package/src/scenes/Scene.js +71 -0
- package/src/textures/CanvasTexture.js +17 -0
- package/src/textures/CompressedTexture.js +28 -0
- package/src/textures/CubeTexture.js +33 -0
- package/src/textures/Data3DTexture.js +35 -0
- package/src/textures/DataArrayTexture.js +27 -0
- package/src/textures/DataTexture.js +22 -0
- package/src/textures/DepthTexture.js +36 -0
- package/src/textures/FramebufferTexture.js +25 -0
- package/src/textures/Source.js +123 -0
- package/src/textures/Texture.js +308 -0
- package/src/textures/VideoTexture.js +55 -0
- package/src/utils.js +71 -0
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import {
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Vector2
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} from 'three';
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/**
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* Depth-of-field shader with bokeh
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* ported from GLSL shader by Martins Upitis
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* http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
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*
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* Requires #define RINGS and SAMPLES integers
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*/
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const BokehShader = {
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uniforms: {
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'textureWidth': { value: 1.0 },
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'textureHeight': { value: 1.0 },
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'focalDepth': { value: 1.0 },
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'focalLength': { value: 24.0 },
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'fstop': { value: 0.9 },
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'tColor': { value: null },
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'tDepth': { value: null },
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'maxblur': { value: 1.0 },
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'showFocus': { value: 0 },
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'manualdof': { value: 0 },
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'vignetting': { value: 0 },
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'depthblur': { value: 0 },
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'threshold': { value: 0.5 },
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'gain': { value: 2.0 },
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'bias': { value: 0.5 },
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'fringe': { value: 0.7 },
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'znear': { value: 0.1 },
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'zfar': { value: 100 },
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'noise': { value: 1 },
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'dithering': { value: 0.0001 },
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'pentagon': { value: 0 },
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'shaderFocus': { value: 1 },
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'focusCoords': { value: new Vector2() }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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#include <common>
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varying vec2 vUv;
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uniform sampler2D tColor;
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uniform sampler2D tDepth;
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uniform float textureWidth;
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uniform float textureHeight;
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uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
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uniform float focalLength; //focal length in mm
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uniform float fstop; //f-stop value
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uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
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/*
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make sure that these two values are the same for your camera, otherwise distances will be wrong.
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*/
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uniform float znear; // camera clipping start
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uniform float zfar; // camera clipping end
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//------------------------------------------
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//user variables
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const int samples = SAMPLES; //samples on the first ring
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const int rings = RINGS; //ring count
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const int maxringsamples = rings * samples;
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uniform bool manualdof; // manual dof calculation
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float ndofstart = 1.0; // near dof blur start
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float ndofdist = 2.0; // near dof blur falloff distance
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float fdofstart = 1.0; // far dof blur start
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float fdofdist = 3.0; // far dof blur falloff distance
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float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
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uniform bool vignetting; // use optical lens vignetting
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float vignout = 1.3; // vignetting outer border
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float vignin = 0.0; // vignetting inner border
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float vignfade = 22.0; // f-stops till vignete fades
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uniform bool shaderFocus;
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// disable if you use external focalDepth value
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uniform vec2 focusCoords;
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// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
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// if center of screen use vec2(0.5, 0.5);
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uniform float maxblur;
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//clamp value of max blur (0.0 = no blur, 1.0 default)
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uniform float threshold; // highlight threshold;
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uniform float gain; // highlight gain;
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uniform float bias; // bokeh edge bias
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uniform float fringe; // bokeh chromatic aberration / fringing
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uniform bool noise; //use noise instead of pattern for sample dithering
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uniform float dithering;
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uniform bool depthblur; // blur the depth buffer
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float dbsize = 1.25; // depth blur size
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/*
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next part is experimental
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not looking good with small sample and ring count
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looks okay starting from samples = 4, rings = 4
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*/
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uniform bool pentagon; //use pentagon as bokeh shape?
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float feather = 0.4; //pentagon shape feather
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//------------------------------------------
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float penta(vec2 coords) {
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//pentagonal shape
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float scale = float(rings) - 1.3;
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vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
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vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
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vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
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vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
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vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
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vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
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vec4 one = vec4( 1.0 );
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vec4 P = vec4((coords),vec2(scale, scale));
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vec4 dist = vec4(0.0);
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float inorout = -4.0;
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dist.x = dot( P, HS0 );
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dist.y = dot( P, HS1 );
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dist.z = dot( P, HS2 );
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dist.w = dot( P, HS3 );
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dist = smoothstep( -feather, feather, dist );
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inorout += dot( dist, one );
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dist.x = dot( P, HS4 );
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dist.y = HS5.w - abs( P.z );
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dist = smoothstep( -feather, feather, dist );
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inorout += dist.x;
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return clamp( inorout, 0.0, 1.0 );
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}
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float bdepth(vec2 coords) {
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// Depth buffer blur
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float d = 0.0;
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float kernel[9];
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vec2 offset[9];
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vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
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offset[0] = vec2(-wh.x,-wh.y);
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offset[1] = vec2( 0.0, -wh.y);
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offset[2] = vec2( wh.x -wh.y);
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offset[3] = vec2(-wh.x, 0.0);
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offset[4] = vec2( 0.0, 0.0);
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offset[5] = vec2( wh.x, 0.0);
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offset[6] = vec2(-wh.x, wh.y);
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offset[7] = vec2( 0.0, wh.y);
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offset[8] = vec2( wh.x, wh.y);
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kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
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kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
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kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
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for( int i=0; i<9; i++ ) {
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float tmp = texture2D(tDepth, coords + offset[i]).r;
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d += tmp * kernel[i];
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}
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return d;
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}
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vec3 color(vec2 coords,float blur) {
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//processing the sample
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vec3 col = vec3(0.0);
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vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
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col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
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col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
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col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
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vec3 lumcoeff = vec3(0.299,0.587,0.114);
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float lum = dot(col.rgb, lumcoeff);
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float thresh = max((lum-threshold)*gain, 0.0);
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return col+mix(vec3(0.0),col,thresh*blur);
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}
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vec3 debugFocus(vec3 col, float blur, float depth) {
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float edge = 0.002*depth; //distance based edge smoothing
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float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
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float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
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col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
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col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
|
|
233
|
+
|
|
234
|
+
return col;
|
|
235
|
+
}
|
|
236
|
+
|
|
237
|
+
float linearize(float depth) {
|
|
238
|
+
return -zfar * znear / (depth * (zfar - znear) - zfar);
|
|
239
|
+
}
|
|
240
|
+
|
|
241
|
+
float vignette() {
|
|
242
|
+
float dist = distance(vUv.xy, vec2(0.5,0.5));
|
|
243
|
+
dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
|
|
244
|
+
return clamp(dist,0.0,1.0);
|
|
245
|
+
}
|
|
246
|
+
|
|
247
|
+
float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
|
|
248
|
+
float rings2 = float(rings);
|
|
249
|
+
float step = PI*2.0 / float(ringsamples);
|
|
250
|
+
float pw = cos(j*step)*i;
|
|
251
|
+
float ph = sin(j*step)*i;
|
|
252
|
+
float p = 1.0;
|
|
253
|
+
if (pentagon) {
|
|
254
|
+
p = penta(vec2(pw,ph));
|
|
255
|
+
}
|
|
256
|
+
col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
|
|
257
|
+
return 1.0 * mix(1.0, i /rings2, bias) * p;
|
|
258
|
+
}
|
|
259
|
+
|
|
260
|
+
void main() {
|
|
261
|
+
//scene depth calculation
|
|
262
|
+
|
|
263
|
+
float depth = linearize(texture2D(tDepth,vUv.xy).x);
|
|
264
|
+
|
|
265
|
+
// Blur depth?
|
|
266
|
+
if ( depthblur ) {
|
|
267
|
+
depth = linearize(bdepth(vUv.xy));
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
//focal plane calculation
|
|
271
|
+
|
|
272
|
+
float fDepth = focalDepth;
|
|
273
|
+
|
|
274
|
+
if (shaderFocus) {
|
|
275
|
+
|
|
276
|
+
fDepth = linearize(texture2D(tDepth,focusCoords).x);
|
|
277
|
+
|
|
278
|
+
}
|
|
279
|
+
|
|
280
|
+
// dof blur factor calculation
|
|
281
|
+
|
|
282
|
+
float blur = 0.0;
|
|
283
|
+
|
|
284
|
+
if (manualdof) {
|
|
285
|
+
float a = depth-fDepth; // Focal plane
|
|
286
|
+
float b = (a-fdofstart)/fdofdist; // Far DoF
|
|
287
|
+
float c = (-a-ndofstart)/ndofdist; // Near Dof
|
|
288
|
+
blur = (a>0.0) ? b : c;
|
|
289
|
+
} else {
|
|
290
|
+
float f = focalLength; // focal length in mm
|
|
291
|
+
float d = fDepth*1000.0; // focal plane in mm
|
|
292
|
+
float o = depth*1000.0; // depth in mm
|
|
293
|
+
|
|
294
|
+
float a = (o*f)/(o-f);
|
|
295
|
+
float b = (d*f)/(d-f);
|
|
296
|
+
float c = (d-f)/(d*fstop*CoC);
|
|
297
|
+
|
|
298
|
+
blur = abs(a-b)*c;
|
|
299
|
+
}
|
|
300
|
+
|
|
301
|
+
blur = clamp(blur,0.0,1.0);
|
|
302
|
+
|
|
303
|
+
// calculation of pattern for dithering
|
|
304
|
+
|
|
305
|
+
vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
|
|
306
|
+
|
|
307
|
+
// getting blur x and y step factor
|
|
308
|
+
|
|
309
|
+
float w = (1.0/textureWidth)*blur*maxblur+noise.x;
|
|
310
|
+
float h = (1.0/textureHeight)*blur*maxblur+noise.y;
|
|
311
|
+
|
|
312
|
+
// calculation of final color
|
|
313
|
+
|
|
314
|
+
vec3 col = vec3(0.0);
|
|
315
|
+
|
|
316
|
+
if(blur < 0.05) {
|
|
317
|
+
//some optimization thingy
|
|
318
|
+
col = texture2D(tColor, vUv.xy).rgb;
|
|
319
|
+
} else {
|
|
320
|
+
col = texture2D(tColor, vUv.xy).rgb;
|
|
321
|
+
float s = 1.0;
|
|
322
|
+
int ringsamples;
|
|
323
|
+
|
|
324
|
+
for (int i = 1; i <= rings; i++) {
|
|
325
|
+
/*unboxstart*/
|
|
326
|
+
ringsamples = i * samples;
|
|
327
|
+
|
|
328
|
+
for (int j = 0 ; j < maxringsamples ; j++) {
|
|
329
|
+
if (j >= ringsamples) break;
|
|
330
|
+
s += gather(float(i), float(j), ringsamples, col, w, h, blur);
|
|
331
|
+
}
|
|
332
|
+
/*unboxend*/
|
|
333
|
+
}
|
|
334
|
+
|
|
335
|
+
col /= s; //divide by sample count
|
|
336
|
+
}
|
|
337
|
+
|
|
338
|
+
if (showFocus) {
|
|
339
|
+
col = debugFocus(col, blur, depth);
|
|
340
|
+
}
|
|
341
|
+
|
|
342
|
+
if (vignetting) {
|
|
343
|
+
col *= vignette();
|
|
344
|
+
}
|
|
345
|
+
|
|
346
|
+
gl_FragColor.rgb = col;
|
|
347
|
+
gl_FragColor.a = 1.0;
|
|
348
|
+
}`
|
|
349
|
+
|
|
350
|
+
};
|
|
351
|
+
|
|
352
|
+
const BokehDepthShader = {
|
|
353
|
+
|
|
354
|
+
uniforms: {
|
|
355
|
+
|
|
356
|
+
'mNear': { value: 1.0 },
|
|
357
|
+
'mFar': { value: 1000.0 },
|
|
358
|
+
|
|
359
|
+
},
|
|
360
|
+
|
|
361
|
+
vertexShader: /* glsl */`
|
|
362
|
+
|
|
363
|
+
varying float vViewZDepth;
|
|
364
|
+
|
|
365
|
+
void main() {
|
|
366
|
+
|
|
367
|
+
#include <begin_vertex>
|
|
368
|
+
#include <project_vertex>
|
|
369
|
+
|
|
370
|
+
vViewZDepth = - mvPosition.z;
|
|
371
|
+
|
|
372
|
+
}`,
|
|
373
|
+
|
|
374
|
+
fragmentShader: /* glsl */`
|
|
375
|
+
|
|
376
|
+
uniform float mNear;
|
|
377
|
+
uniform float mFar;
|
|
378
|
+
|
|
379
|
+
varying float vViewZDepth;
|
|
380
|
+
|
|
381
|
+
void main() {
|
|
382
|
+
|
|
383
|
+
float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
|
|
384
|
+
gl_FragColor = vec4( vec3( color ), 1.0 );
|
|
385
|
+
|
|
386
|
+
}`
|
|
387
|
+
|
|
388
|
+
};
|
|
389
|
+
|
|
390
|
+
export { BokehShader, BokehDepthShader };
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Brightness and contrast adjustment
|
|
3
|
+
* https://github.com/evanw/glfx.js
|
|
4
|
+
* brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
|
|
5
|
+
* contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
|
|
6
|
+
*/
|
|
7
|
+
|
|
8
|
+
const BrightnessContrastShader = {
|
|
9
|
+
|
|
10
|
+
uniforms: {
|
|
11
|
+
|
|
12
|
+
'tDiffuse': { value: null },
|
|
13
|
+
'brightness': { value: 0 },
|
|
14
|
+
'contrast': { value: 0 }
|
|
15
|
+
|
|
16
|
+
},
|
|
17
|
+
|
|
18
|
+
vertexShader: /* glsl */`
|
|
19
|
+
|
|
20
|
+
varying vec2 vUv;
|
|
21
|
+
|
|
22
|
+
void main() {
|
|
23
|
+
|
|
24
|
+
vUv = uv;
|
|
25
|
+
|
|
26
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
27
|
+
|
|
28
|
+
}`,
|
|
29
|
+
|
|
30
|
+
fragmentShader: /* glsl */`
|
|
31
|
+
|
|
32
|
+
uniform sampler2D tDiffuse;
|
|
33
|
+
uniform float brightness;
|
|
34
|
+
uniform float contrast;
|
|
35
|
+
|
|
36
|
+
varying vec2 vUv;
|
|
37
|
+
|
|
38
|
+
void main() {
|
|
39
|
+
|
|
40
|
+
gl_FragColor = texture2D( tDiffuse, vUv );
|
|
41
|
+
|
|
42
|
+
gl_FragColor.rgb += brightness;
|
|
43
|
+
|
|
44
|
+
if (contrast > 0.0) {
|
|
45
|
+
gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;
|
|
46
|
+
} else {
|
|
47
|
+
gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
}`
|
|
51
|
+
|
|
52
|
+
};
|
|
53
|
+
|
|
54
|
+
export { BrightnessContrastShader };
|
|
@@ -0,0 +1,50 @@
|
|
|
1
|
+
import {
|
|
2
|
+
Vector3
|
|
3
|
+
} from 'three';
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* Color correction
|
|
7
|
+
*/
|
|
8
|
+
|
|
9
|
+
const ColorCorrectionShader = {
|
|
10
|
+
|
|
11
|
+
uniforms: {
|
|
12
|
+
|
|
13
|
+
'tDiffuse': { value: null },
|
|
14
|
+
'powRGB': { value: new Vector3( 2, 2, 2 ) },
|
|
15
|
+
'mulRGB': { value: new Vector3( 1, 1, 1 ) },
|
|
16
|
+
'addRGB': { value: new Vector3( 0, 0, 0 ) }
|
|
17
|
+
|
|
18
|
+
},
|
|
19
|
+
|
|
20
|
+
vertexShader: /* glsl */`
|
|
21
|
+
|
|
22
|
+
varying vec2 vUv;
|
|
23
|
+
|
|
24
|
+
void main() {
|
|
25
|
+
|
|
26
|
+
vUv = uv;
|
|
27
|
+
|
|
28
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
29
|
+
|
|
30
|
+
}`,
|
|
31
|
+
|
|
32
|
+
fragmentShader: /* glsl */`
|
|
33
|
+
|
|
34
|
+
uniform sampler2D tDiffuse;
|
|
35
|
+
uniform vec3 powRGB;
|
|
36
|
+
uniform vec3 mulRGB;
|
|
37
|
+
uniform vec3 addRGB;
|
|
38
|
+
|
|
39
|
+
varying vec2 vUv;
|
|
40
|
+
|
|
41
|
+
void main() {
|
|
42
|
+
|
|
43
|
+
gl_FragColor = texture2D( tDiffuse, vUv );
|
|
44
|
+
gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );
|
|
45
|
+
|
|
46
|
+
}`
|
|
47
|
+
|
|
48
|
+
};
|
|
49
|
+
|
|
50
|
+
export { ColorCorrectionShader };
|
|
@@ -0,0 +1,49 @@
|
|
|
1
|
+
import {
|
|
2
|
+
Color
|
|
3
|
+
} from 'three';
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* Colorify shader
|
|
7
|
+
*/
|
|
8
|
+
|
|
9
|
+
const ColorifyShader = {
|
|
10
|
+
|
|
11
|
+
uniforms: {
|
|
12
|
+
|
|
13
|
+
'tDiffuse': { value: null },
|
|
14
|
+
'color': { value: new Color( 0xffffff ) }
|
|
15
|
+
|
|
16
|
+
},
|
|
17
|
+
|
|
18
|
+
vertexShader: /* glsl */`
|
|
19
|
+
|
|
20
|
+
varying vec2 vUv;
|
|
21
|
+
|
|
22
|
+
void main() {
|
|
23
|
+
|
|
24
|
+
vUv = uv;
|
|
25
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
26
|
+
|
|
27
|
+
}`,
|
|
28
|
+
|
|
29
|
+
fragmentShader: /* glsl */`
|
|
30
|
+
|
|
31
|
+
uniform vec3 color;
|
|
32
|
+
uniform sampler2D tDiffuse;
|
|
33
|
+
|
|
34
|
+
varying vec2 vUv;
|
|
35
|
+
|
|
36
|
+
void main() {
|
|
37
|
+
|
|
38
|
+
vec4 texel = texture2D( tDiffuse, vUv );
|
|
39
|
+
|
|
40
|
+
vec3 luma = vec3( 0.299, 0.587, 0.114 );
|
|
41
|
+
float v = dot( texel.xyz, luma );
|
|
42
|
+
|
|
43
|
+
gl_FragColor = vec4( v * color, texel.w );
|
|
44
|
+
|
|
45
|
+
}`
|
|
46
|
+
|
|
47
|
+
};
|
|
48
|
+
|
|
49
|
+
export { ColorifyShader };
|
|
@@ -0,0 +1,101 @@
|
|
|
1
|
+
import {
|
|
2
|
+
Vector2
|
|
3
|
+
} from 'three';
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* Convolution shader
|
|
7
|
+
* ported from o3d sample to WebGL / GLSL
|
|
8
|
+
*/
|
|
9
|
+
|
|
10
|
+
const ConvolutionShader = {
|
|
11
|
+
|
|
12
|
+
defines: {
|
|
13
|
+
|
|
14
|
+
'KERNEL_SIZE_FLOAT': '25.0',
|
|
15
|
+
'KERNEL_SIZE_INT': '25'
|
|
16
|
+
|
|
17
|
+
},
|
|
18
|
+
|
|
19
|
+
uniforms: {
|
|
20
|
+
|
|
21
|
+
'tDiffuse': { value: null },
|
|
22
|
+
'uImageIncrement': { value: new Vector2( 0.001953125, 0.0 ) },
|
|
23
|
+
'cKernel': { value: [] }
|
|
24
|
+
|
|
25
|
+
},
|
|
26
|
+
|
|
27
|
+
vertexShader: /* glsl */`
|
|
28
|
+
|
|
29
|
+
uniform vec2 uImageIncrement;
|
|
30
|
+
|
|
31
|
+
varying vec2 vUv;
|
|
32
|
+
|
|
33
|
+
void main() {
|
|
34
|
+
|
|
35
|
+
vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;
|
|
36
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
37
|
+
|
|
38
|
+
}`,
|
|
39
|
+
|
|
40
|
+
fragmentShader: /* glsl */`
|
|
41
|
+
|
|
42
|
+
uniform float cKernel[ KERNEL_SIZE_INT ];
|
|
43
|
+
|
|
44
|
+
uniform sampler2D tDiffuse;
|
|
45
|
+
uniform vec2 uImageIncrement;
|
|
46
|
+
|
|
47
|
+
varying vec2 vUv;
|
|
48
|
+
|
|
49
|
+
void main() {
|
|
50
|
+
|
|
51
|
+
vec2 imageCoord = vUv;
|
|
52
|
+
vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
|
|
53
|
+
|
|
54
|
+
for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {
|
|
55
|
+
|
|
56
|
+
sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];
|
|
57
|
+
imageCoord += uImageIncrement;
|
|
58
|
+
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
gl_FragColor = sum;
|
|
62
|
+
|
|
63
|
+
}`,
|
|
64
|
+
|
|
65
|
+
buildKernel: function ( sigma ) {
|
|
66
|
+
|
|
67
|
+
// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
|
|
68
|
+
|
|
69
|
+
const kMaxKernelSize = 25;
|
|
70
|
+
let kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
|
|
71
|
+
|
|
72
|
+
if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
|
|
73
|
+
|
|
74
|
+
const halfWidth = ( kernelSize - 1 ) * 0.5;
|
|
75
|
+
|
|
76
|
+
const values = new Array( kernelSize );
|
|
77
|
+
let sum = 0.0;
|
|
78
|
+
for ( let i = 0; i < kernelSize; ++ i ) {
|
|
79
|
+
|
|
80
|
+
values[ i ] = gauss( i - halfWidth, sigma );
|
|
81
|
+
sum += values[ i ];
|
|
82
|
+
|
|
83
|
+
}
|
|
84
|
+
|
|
85
|
+
// normalize the kernel
|
|
86
|
+
|
|
87
|
+
for ( let i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
|
|
88
|
+
|
|
89
|
+
return values;
|
|
90
|
+
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
};
|
|
94
|
+
|
|
95
|
+
function gauss( x, sigma ) {
|
|
96
|
+
|
|
97
|
+
return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
|
|
98
|
+
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
export { ConvolutionShader };
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Full-screen textured quad shader
|
|
3
|
+
*/
|
|
4
|
+
|
|
5
|
+
const CopyShader = {
|
|
6
|
+
|
|
7
|
+
uniforms: {
|
|
8
|
+
|
|
9
|
+
'tDiffuse': { value: null },
|
|
10
|
+
'opacity': { value: 1.0 }
|
|
11
|
+
|
|
12
|
+
},
|
|
13
|
+
|
|
14
|
+
vertexShader: /* glsl */`
|
|
15
|
+
|
|
16
|
+
varying vec2 vUv;
|
|
17
|
+
|
|
18
|
+
void main() {
|
|
19
|
+
|
|
20
|
+
vUv = uv;
|
|
21
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
22
|
+
|
|
23
|
+
}`,
|
|
24
|
+
|
|
25
|
+
fragmentShader: /* glsl */`
|
|
26
|
+
|
|
27
|
+
uniform float opacity;
|
|
28
|
+
|
|
29
|
+
uniform sampler2D tDiffuse;
|
|
30
|
+
|
|
31
|
+
varying vec2 vUv;
|
|
32
|
+
|
|
33
|
+
void main() {
|
|
34
|
+
|
|
35
|
+
gl_FragColor = texture2D( tDiffuse, vUv );
|
|
36
|
+
gl_FragColor.a *= opacity;
|
|
37
|
+
|
|
38
|
+
|
|
39
|
+
}`
|
|
40
|
+
|
|
41
|
+
};
|
|
42
|
+
|
|
43
|
+
export { CopyShader };
|