@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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/**
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* RGB Halftone shader for three.js.
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* NOTE:
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* Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
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* Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
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*/
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const HalftoneShader = {
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uniforms: {
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'tDiffuse': { value: null },
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'shape': { value: 1 },
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'radius': { value: 4 },
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'rotateR': { value: Math.PI / 12 * 1 },
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'rotateG': { value: Math.PI / 12 * 2 },
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'rotateB': { value: Math.PI / 12 * 3 },
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'scatter': { value: 0 },
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'width': { value: 1 },
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'height': { value: 1 },
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'blending': { value: 1 },
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'blendingMode': { value: 1 },
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'greyscale': { value: false },
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'disable': { value: false }
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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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#define SQRT2_MINUS_ONE 0.41421356
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#define SQRT2_HALF_MINUS_ONE 0.20710678
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#define PI2 6.28318531
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#define SHAPE_DOT 1
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#define SHAPE_ELLIPSE 2
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#define SHAPE_LINE 3
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#define SHAPE_SQUARE 4
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#define BLENDING_LINEAR 1
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#define BLENDING_MULTIPLY 2
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#define BLENDING_ADD 3
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#define BLENDING_LIGHTER 4
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#define BLENDING_DARKER 5
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uniform sampler2D tDiffuse;
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uniform float radius;
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uniform float rotateR;
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uniform float rotateG;
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uniform float rotateB;
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uniform float scatter;
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uniform float width;
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uniform float height;
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uniform int shape;
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uniform bool disable;
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uniform float blending;
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uniform int blendingMode;
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varying vec2 vUV;
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uniform bool greyscale;
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const int samples = 8;
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float blend( float a, float b, float t ) {
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// linear blend
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return a * ( 1.0 - t ) + b * t;
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}
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float hypot( float x, float y ) {
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// vector magnitude
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return sqrt( x * x + y * y );
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}
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float rand( vec2 seed ){
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// get pseudo-random number
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return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
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}
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float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
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// apply shape-specific transforms
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float dist = hypot( coord.x - p.x, coord.y - p.y );
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float rad = channel;
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if ( shape == SHAPE_DOT ) {
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rad = pow( abs( rad ), 1.125 ) * rad_max;
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} else if ( shape == SHAPE_ELLIPSE ) {
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rad = pow( abs( rad ), 1.125 ) * rad_max;
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if ( dist != 0.0 ) {
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float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );
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dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;
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}
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} else if ( shape == SHAPE_LINE ) {
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rad = pow( abs( rad ), 1.5) * rad_max;
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float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;
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dist = hypot( normal.x * dot_p, normal.y * dot_p );
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} else if ( shape == SHAPE_SQUARE ) {
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float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;
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float sin_t = abs( sin( theta ) );
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float cos_t = abs( cos( theta ) );
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rad = pow( abs( rad ), 1.4 );
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rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );
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}
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return rad - dist;
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}
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struct Cell {
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// grid sample positions
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vec2 normal;
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vec2 p1;
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vec2 p2;
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vec2 p3;
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vec2 p4;
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float samp2;
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float samp1;
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float samp3;
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float samp4;
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};
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vec4 getSample( vec2 point ) {
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// multi-sampled point
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vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );
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float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;
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float step = PI2 / float( samples );
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float dist = radius * 0.66;
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for ( int i = 0; i < samples; ++i ) {
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float r = base + step * float( i );
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vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );
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tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );
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}
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tex /= float( samples ) + 1.0;
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return tex;
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}
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float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
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// get colour for given point
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float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;
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if ( channel == 0 ) {
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c.samp1 = getSample( c.p1 ).r;
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c.samp2 = getSample( c.p2 ).r;
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c.samp3 = getSample( c.p3 ).r;
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c.samp4 = getSample( c.p4 ).r;
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} else if (channel == 1) {
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c.samp1 = getSample( c.p1 ).g;
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c.samp2 = getSample( c.p2 ).g;
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c.samp3 = getSample( c.p3 ).g;
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c.samp4 = getSample( c.p4 ).g;
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} else {
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c.samp1 = getSample( c.p1 ).b;
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c.samp3 = getSample( c.p3 ).b;
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c.samp2 = getSample( c.p2 ).b;
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c.samp4 = getSample( c.p4 ).b;
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}
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dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );
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dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );
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dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );
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dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );
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res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;
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res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;
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res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;
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res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;
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res = clamp( res, 0.0, 1.0 );
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return res;
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}
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Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
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// get containing cell
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Cell c;
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// calc grid
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vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );
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float threshold = step * 0.5;
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float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );
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float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );
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vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );
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float offset_normal = mod( hypot( offset.x, offset.y ), step );
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float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;
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float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;
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float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );
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float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;
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float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;
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// get closest corner
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c.normal = n;
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c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;
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c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;
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227
|
+
|
|
228
|
+
// scatter
|
|
229
|
+
if ( scatter != 0.0 ) {
|
|
230
|
+
|
|
231
|
+
float off_mag = scatter * threshold * 0.5;
|
|
232
|
+
float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;
|
|
233
|
+
c.p1.x += cos( off_angle ) * off_mag;
|
|
234
|
+
c.p1.y += sin( off_angle ) * off_mag;
|
|
235
|
+
|
|
236
|
+
}
|
|
237
|
+
|
|
238
|
+
// find corners
|
|
239
|
+
float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );
|
|
240
|
+
float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );
|
|
241
|
+
c.p2.x = c.p1.x - n.x * normal_step;
|
|
242
|
+
c.p2.y = c.p1.y - n.y * normal_step;
|
|
243
|
+
c.p3.x = c.p1.x + n.y * line_step;
|
|
244
|
+
c.p3.y = c.p1.y - n.x * line_step;
|
|
245
|
+
c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;
|
|
246
|
+
c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;
|
|
247
|
+
|
|
248
|
+
return c;
|
|
249
|
+
|
|
250
|
+
}
|
|
251
|
+
|
|
252
|
+
float blendColour( float a, float b, float t ) {
|
|
253
|
+
|
|
254
|
+
// blend colours
|
|
255
|
+
if ( blendingMode == BLENDING_LINEAR ) {
|
|
256
|
+
return blend( a, b, 1.0 - t );
|
|
257
|
+
} else if ( blendingMode == BLENDING_ADD ) {
|
|
258
|
+
return blend( a, min( 1.0, a + b ), t );
|
|
259
|
+
} else if ( blendingMode == BLENDING_MULTIPLY ) {
|
|
260
|
+
return blend( a, max( 0.0, a * b ), t );
|
|
261
|
+
} else if ( blendingMode == BLENDING_LIGHTER ) {
|
|
262
|
+
return blend( a, max( a, b ), t );
|
|
263
|
+
} else if ( blendingMode == BLENDING_DARKER ) {
|
|
264
|
+
return blend( a, min( a, b ), t );
|
|
265
|
+
} else {
|
|
266
|
+
return blend( a, b, 1.0 - t );
|
|
267
|
+
}
|
|
268
|
+
|
|
269
|
+
}
|
|
270
|
+
|
|
271
|
+
void main() {
|
|
272
|
+
|
|
273
|
+
if ( ! disable ) {
|
|
274
|
+
|
|
275
|
+
// setup
|
|
276
|
+
vec2 p = vec2( vUV.x * width, vUV.y * height );
|
|
277
|
+
vec2 origin = vec2( 0, 0 );
|
|
278
|
+
float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;
|
|
279
|
+
|
|
280
|
+
// get channel samples
|
|
281
|
+
Cell cell_r = getReferenceCell( p, origin, rotateR, radius );
|
|
282
|
+
Cell cell_g = getReferenceCell( p, origin, rotateG, radius );
|
|
283
|
+
Cell cell_b = getReferenceCell( p, origin, rotateB, radius );
|
|
284
|
+
float r = getDotColour( cell_r, p, 0, rotateR, aa );
|
|
285
|
+
float g = getDotColour( cell_g, p, 1, rotateG, aa );
|
|
286
|
+
float b = getDotColour( cell_b, p, 2, rotateB, aa );
|
|
287
|
+
|
|
288
|
+
// blend with original
|
|
289
|
+
vec4 colour = texture2D( tDiffuse, vUV );
|
|
290
|
+
r = blendColour( r, colour.r, blending );
|
|
291
|
+
g = blendColour( g, colour.g, blending );
|
|
292
|
+
b = blendColour( b, colour.b, blending );
|
|
293
|
+
|
|
294
|
+
if ( greyscale ) {
|
|
295
|
+
r = g = b = (r + b + g) / 3.0;
|
|
296
|
+
}
|
|
297
|
+
|
|
298
|
+
gl_FragColor = vec4( r, g, b, 1.0 );
|
|
299
|
+
|
|
300
|
+
} else {
|
|
301
|
+
|
|
302
|
+
gl_FragColor = texture2D( tDiffuse, vUV );
|
|
303
|
+
|
|
304
|
+
}
|
|
305
|
+
|
|
306
|
+
}`
|
|
307
|
+
|
|
308
|
+
};
|
|
309
|
+
|
|
310
|
+
export { HalftoneShader };
|
|
@@ -0,0 +1,57 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Two pass Gaussian blur filter (horizontal and vertical blur shaders)
|
|
3
|
+
* - see http://www.cake23.de/traveling-wavefronts-lit-up.html
|
|
4
|
+
*
|
|
5
|
+
* - 9 samples per pass
|
|
6
|
+
* - standard deviation 2.7
|
|
7
|
+
* - "h" and "v" parameters should be set to "1 / width" and "1 / height"
|
|
8
|
+
*/
|
|
9
|
+
|
|
10
|
+
const HorizontalBlurShader = {
|
|
11
|
+
|
|
12
|
+
uniforms: {
|
|
13
|
+
|
|
14
|
+
'tDiffuse': { value: null },
|
|
15
|
+
'h': { value: 1.0 / 512.0 }
|
|
16
|
+
|
|
17
|
+
},
|
|
18
|
+
|
|
19
|
+
vertexShader: /* glsl */`
|
|
20
|
+
|
|
21
|
+
varying vec2 vUv;
|
|
22
|
+
|
|
23
|
+
void main() {
|
|
24
|
+
|
|
25
|
+
vUv = uv;
|
|
26
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
27
|
+
|
|
28
|
+
}`,
|
|
29
|
+
|
|
30
|
+
fragmentShader: /* glsl */`
|
|
31
|
+
|
|
32
|
+
uniform sampler2D tDiffuse;
|
|
33
|
+
uniform float h;
|
|
34
|
+
|
|
35
|
+
varying vec2 vUv;
|
|
36
|
+
|
|
37
|
+
void main() {
|
|
38
|
+
|
|
39
|
+
vec4 sum = vec4( 0.0 );
|
|
40
|
+
|
|
41
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
|
|
42
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
|
|
43
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
|
|
44
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
|
|
45
|
+
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
|
|
46
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
|
|
47
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
|
|
48
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
|
|
49
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
|
|
50
|
+
|
|
51
|
+
gl_FragColor = sum;
|
|
52
|
+
|
|
53
|
+
}`
|
|
54
|
+
|
|
55
|
+
};
|
|
56
|
+
|
|
57
|
+
export { HorizontalBlurShader };
|
|
@@ -0,0 +1,61 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
|
|
3
|
+
*
|
|
4
|
+
* - 9 samples per pass
|
|
5
|
+
* - standard deviation 2.7
|
|
6
|
+
* - "h" and "v" parameters should be set to "1 / width" and "1 / height"
|
|
7
|
+
* - "r" parameter control where "focused" horizontal line lies
|
|
8
|
+
*/
|
|
9
|
+
|
|
10
|
+
const HorizontalTiltShiftShader = {
|
|
11
|
+
|
|
12
|
+
uniforms: {
|
|
13
|
+
|
|
14
|
+
'tDiffuse': { value: null },
|
|
15
|
+
'h': { value: 1.0 / 512.0 },
|
|
16
|
+
'r': { value: 0.35 }
|
|
17
|
+
|
|
18
|
+
},
|
|
19
|
+
|
|
20
|
+
vertexShader: /* glsl */`
|
|
21
|
+
|
|
22
|
+
varying vec2 vUv;
|
|
23
|
+
|
|
24
|
+
void main() {
|
|
25
|
+
|
|
26
|
+
vUv = uv;
|
|
27
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
28
|
+
|
|
29
|
+
}`,
|
|
30
|
+
|
|
31
|
+
fragmentShader: /* glsl */`
|
|
32
|
+
|
|
33
|
+
uniform sampler2D tDiffuse;
|
|
34
|
+
uniform float h;
|
|
35
|
+
uniform float r;
|
|
36
|
+
|
|
37
|
+
varying vec2 vUv;
|
|
38
|
+
|
|
39
|
+
void main() {
|
|
40
|
+
|
|
41
|
+
vec4 sum = vec4( 0.0 );
|
|
42
|
+
|
|
43
|
+
float hh = h * abs( r - vUv.y );
|
|
44
|
+
|
|
45
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;
|
|
46
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;
|
|
47
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;
|
|
48
|
+
sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;
|
|
49
|
+
sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
|
|
50
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;
|
|
51
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;
|
|
52
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;
|
|
53
|
+
sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;
|
|
54
|
+
|
|
55
|
+
gl_FragColor = sum;
|
|
56
|
+
|
|
57
|
+
}`
|
|
58
|
+
|
|
59
|
+
};
|
|
60
|
+
|
|
61
|
+
export { HorizontalTiltShiftShader };
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Hue and saturation adjustment
|
|
3
|
+
* https://github.com/evanw/glfx.js
|
|
4
|
+
* hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
|
|
5
|
+
* saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
|
|
6
|
+
*/
|
|
7
|
+
|
|
8
|
+
const HueSaturationShader = {
|
|
9
|
+
|
|
10
|
+
uniforms: {
|
|
11
|
+
|
|
12
|
+
'tDiffuse': { value: null },
|
|
13
|
+
'hue': { value: 0 },
|
|
14
|
+
'saturation': { 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 hue;
|
|
34
|
+
uniform float saturation;
|
|
35
|
+
|
|
36
|
+
varying vec2 vUv;
|
|
37
|
+
|
|
38
|
+
void main() {
|
|
39
|
+
|
|
40
|
+
gl_FragColor = texture2D( tDiffuse, vUv );
|
|
41
|
+
|
|
42
|
+
// hue
|
|
43
|
+
float angle = hue * 3.14159265;
|
|
44
|
+
float s = sin(angle), c = cos(angle);
|
|
45
|
+
vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;
|
|
46
|
+
float len = length(gl_FragColor.rgb);
|
|
47
|
+
gl_FragColor.rgb = vec3(
|
|
48
|
+
dot(gl_FragColor.rgb, weights.xyz),
|
|
49
|
+
dot(gl_FragColor.rgb, weights.zxy),
|
|
50
|
+
dot(gl_FragColor.rgb, weights.yzx)
|
|
51
|
+
);
|
|
52
|
+
|
|
53
|
+
// saturation
|
|
54
|
+
float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;
|
|
55
|
+
if (saturation > 0.0) {
|
|
56
|
+
gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));
|
|
57
|
+
} else {
|
|
58
|
+
gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
}`
|
|
62
|
+
|
|
63
|
+
};
|
|
64
|
+
|
|
65
|
+
export { HueSaturationShader };
|
|
@@ -0,0 +1,56 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Kaleidoscope Shader
|
|
3
|
+
* Radial reflection around center point
|
|
4
|
+
* Ported from: http://pixelshaders.com/editor/
|
|
5
|
+
* by Toby Schachman / http://tobyschachman.com/
|
|
6
|
+
*
|
|
7
|
+
* sides: number of reflections
|
|
8
|
+
* angle: initial angle in radians
|
|
9
|
+
*/
|
|
10
|
+
|
|
11
|
+
const KaleidoShader = {
|
|
12
|
+
|
|
13
|
+
uniforms: {
|
|
14
|
+
|
|
15
|
+
'tDiffuse': { value: null },
|
|
16
|
+
'sides': { value: 6.0 },
|
|
17
|
+
'angle': { value: 0.0 }
|
|
18
|
+
|
|
19
|
+
},
|
|
20
|
+
|
|
21
|
+
vertexShader: /* glsl */`
|
|
22
|
+
|
|
23
|
+
varying vec2 vUv;
|
|
24
|
+
|
|
25
|
+
void main() {
|
|
26
|
+
|
|
27
|
+
vUv = uv;
|
|
28
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
29
|
+
|
|
30
|
+
}`,
|
|
31
|
+
|
|
32
|
+
fragmentShader: /* glsl */`
|
|
33
|
+
|
|
34
|
+
uniform sampler2D tDiffuse;
|
|
35
|
+
uniform float sides;
|
|
36
|
+
uniform float angle;
|
|
37
|
+
|
|
38
|
+
varying vec2 vUv;
|
|
39
|
+
|
|
40
|
+
void main() {
|
|
41
|
+
|
|
42
|
+
vec2 p = vUv - 0.5;
|
|
43
|
+
float r = length(p);
|
|
44
|
+
float a = atan(p.y, p.x) + angle;
|
|
45
|
+
float tau = 2. * 3.1416 ;
|
|
46
|
+
a = mod(a, tau/sides);
|
|
47
|
+
a = abs(a - tau/sides/2.) ;
|
|
48
|
+
p = r * vec2(cos(a), sin(a));
|
|
49
|
+
vec4 color = texture2D(tDiffuse, p + 0.5);
|
|
50
|
+
gl_FragColor = color;
|
|
51
|
+
|
|
52
|
+
}`
|
|
53
|
+
|
|
54
|
+
};
|
|
55
|
+
|
|
56
|
+
export { KaleidoShader };
|
|
@@ -0,0 +1,64 @@
|
|
|
1
|
+
import {
|
|
2
|
+
Color
|
|
3
|
+
} from 'three';
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* Luminosity
|
|
7
|
+
* http://en.wikipedia.org/wiki/Luminosity
|
|
8
|
+
*/
|
|
9
|
+
|
|
10
|
+
const LuminosityHighPassShader = {
|
|
11
|
+
|
|
12
|
+
shaderID: 'luminosityHighPass',
|
|
13
|
+
|
|
14
|
+
uniforms: {
|
|
15
|
+
|
|
16
|
+
'tDiffuse': { value: null },
|
|
17
|
+
'luminosityThreshold': { value: 1.0 },
|
|
18
|
+
'smoothWidth': { value: 1.0 },
|
|
19
|
+
'defaultColor': { value: new Color( 0x000000 ) },
|
|
20
|
+
'defaultOpacity': { value: 0.0 }
|
|
21
|
+
|
|
22
|
+
},
|
|
23
|
+
|
|
24
|
+
vertexShader: /* glsl */`
|
|
25
|
+
|
|
26
|
+
varying vec2 vUv;
|
|
27
|
+
|
|
28
|
+
void main() {
|
|
29
|
+
|
|
30
|
+
vUv = uv;
|
|
31
|
+
|
|
32
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
33
|
+
|
|
34
|
+
}`,
|
|
35
|
+
|
|
36
|
+
fragmentShader: /* glsl */`
|
|
37
|
+
|
|
38
|
+
uniform sampler2D tDiffuse;
|
|
39
|
+
uniform vec3 defaultColor;
|
|
40
|
+
uniform float defaultOpacity;
|
|
41
|
+
uniform float luminosityThreshold;
|
|
42
|
+
uniform float smoothWidth;
|
|
43
|
+
|
|
44
|
+
varying vec2 vUv;
|
|
45
|
+
|
|
46
|
+
void main() {
|
|
47
|
+
|
|
48
|
+
vec4 texel = texture2D( tDiffuse, vUv );
|
|
49
|
+
|
|
50
|
+
vec3 luma = vec3( 0.299, 0.587, 0.114 );
|
|
51
|
+
|
|
52
|
+
float v = dot( texel.xyz, luma );
|
|
53
|
+
|
|
54
|
+
vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
|
|
55
|
+
|
|
56
|
+
float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
|
|
57
|
+
|
|
58
|
+
gl_FragColor = mix( outputColor, texel, alpha );
|
|
59
|
+
|
|
60
|
+
}`
|
|
61
|
+
|
|
62
|
+
};
|
|
63
|
+
|
|
64
|
+
export { LuminosityHighPassShader };
|
|
@@ -0,0 +1,46 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Luminosity
|
|
3
|
+
* http://en.wikipedia.org/wiki/Luminosity
|
|
4
|
+
*/
|
|
5
|
+
|
|
6
|
+
const LuminosityShader = {
|
|
7
|
+
|
|
8
|
+
uniforms: {
|
|
9
|
+
|
|
10
|
+
'tDiffuse': { value: null }
|
|
11
|
+
|
|
12
|
+
},
|
|
13
|
+
|
|
14
|
+
vertexShader: /* glsl */`
|
|
15
|
+
|
|
16
|
+
varying vec2 vUv;
|
|
17
|
+
|
|
18
|
+
void main() {
|
|
19
|
+
|
|
20
|
+
vUv = uv;
|
|
21
|
+
|
|
22
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
23
|
+
|
|
24
|
+
}`,
|
|
25
|
+
|
|
26
|
+
fragmentShader: /* glsl */`
|
|
27
|
+
|
|
28
|
+
#include <common>
|
|
29
|
+
|
|
30
|
+
uniform sampler2D tDiffuse;
|
|
31
|
+
|
|
32
|
+
varying vec2 vUv;
|
|
33
|
+
|
|
34
|
+
void main() {
|
|
35
|
+
|
|
36
|
+
vec4 texel = texture2D( tDiffuse, vUv );
|
|
37
|
+
|
|
38
|
+
float l = luminance( texel.rgb );
|
|
39
|
+
|
|
40
|
+
gl_FragColor = vec4( l, l, l, texel.w );
|
|
41
|
+
|
|
42
|
+
}`
|
|
43
|
+
|
|
44
|
+
};
|
|
45
|
+
|
|
46
|
+
export { LuminosityShader };
|