@needle-tools/three 0.146.10 → 0.153.0

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.
Files changed (865) hide show
  1. package/LICENSE +1 -1
  2. package/build/three.cjs +39486 -20286
  3. package/build/three.js +39471 -20270
  4. package/build/three.min.js +3 -2
  5. package/build/three.module.js +6717 -5427
  6. package/build/three.module.min.js +6 -0
  7. package/examples/jsm/animation/AnimationClipCreator.js +5 -3
  8. package/examples/jsm/cameras/CinematicCamera.js +1 -2
  9. package/examples/jsm/capabilities/WebGPU.js +17 -5
  10. package/examples/jsm/controls/ArcballControls.js +1828 -1821
  11. package/examples/jsm/controls/MapControls.js +28 -0
  12. package/examples/jsm/controls/OrbitControls.js +26 -53
  13. package/examples/jsm/controls/PointerLockControls.js +70 -65
  14. package/examples/jsm/controls/TrackballControls.js +18 -4
  15. package/examples/jsm/controls/TransformControls.js +0 -1
  16. package/examples/jsm/csm/CSM.js +11 -5
  17. package/examples/jsm/csm/CSMShader.js +7 -6
  18. package/examples/jsm/effects/AnaglyphEffect.js +6 -20
  19. package/examples/jsm/effects/AsciiEffect.js +3 -6
  20. package/examples/jsm/effects/OutlineEffect.js +1 -15
  21. package/examples/jsm/effects/ParallaxBarrierEffect.js +3 -0
  22. package/examples/jsm/exporters/DRACOExporter.js +53 -11
  23. package/examples/jsm/exporters/EXRExporter.js +3 -9
  24. package/examples/jsm/exporters/GLTFExporter.js +561 -154
  25. package/examples/jsm/exporters/KTX2Exporter.js +34 -23
  26. package/examples/jsm/exporters/MMDExporter.js +1 -1
  27. package/examples/jsm/exporters/PLYExporter.js +8 -1
  28. package/examples/jsm/exporters/STLExporter.js +8 -4
  29. package/examples/jsm/exporters/USDZExporter.js +305 -792
  30. package/examples/jsm/geometries/ConvexGeometry.js +0 -6
  31. package/examples/jsm/geometries/ParametricGeometry.js +10 -0
  32. package/examples/jsm/helpers/OctreeHelper.js +1 -0
  33. package/examples/jsm/helpers/ViewHelper.js +71 -57
  34. package/examples/jsm/interactive/HTMLMesh.js +16 -3
  35. package/examples/jsm/interactive/InteractiveGroup.js +1 -1
  36. package/examples/{js → jsm}/libs/basis/README.md +4 -4
  37. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  38. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  39. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  40. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  41. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  42. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  43. package/examples/jsm/libs/lil-gui.module.min.js +2 -2
  44. package/examples/jsm/libs/tween.module.js +803 -0
  45. package/examples/jsm/lights/IESSpotLight.js +25 -0
  46. package/examples/jsm/lights/LightProbeGenerator.js +11 -9
  47. package/examples/jsm/lines/LineSegments2.js +16 -10
  48. package/examples/jsm/loaders/3DMLoader.js +8 -5
  49. package/examples/jsm/loaders/3MFLoader.js +12 -11
  50. package/examples/jsm/loaders/AMFLoader.js +2 -3
  51. package/examples/jsm/loaders/BVHLoader.js +2 -2
  52. package/examples/jsm/loaders/ColladaLoader.js +15 -16
  53. package/examples/jsm/loaders/DRACOLoader.js +69 -18
  54. package/examples/jsm/loaders/EXRLoader.js +23 -24
  55. package/examples/jsm/loaders/FBXLoader.js +34 -50
  56. package/examples/jsm/loaders/GCodeLoader.js +1 -2
  57. package/examples/jsm/loaders/GLTFLoader.js +417 -895
  58. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +684 -0
  59. package/examples/jsm/loaders/HDRCubeTextureLoader.js +4 -4
  60. package/examples/jsm/loaders/IESLoader.js +337 -0
  61. package/examples/jsm/loaders/KMZLoader.js +4 -4
  62. package/examples/jsm/loaders/KTX2Loader.js +145 -69
  63. package/examples/jsm/loaders/LDrawLoader.js +20 -18
  64. package/examples/jsm/loaders/LWOLoader.js +12 -29
  65. package/examples/jsm/loaders/LottieLoader.js +3 -1
  66. package/examples/jsm/loaders/MMDLoader.js +49 -18
  67. package/examples/jsm/loaders/MTLLoader.js +2 -2
  68. package/examples/jsm/loaders/MaterialXLoader.js +9 -3
  69. package/examples/jsm/loaders/NRRDLoader.js +33 -5
  70. package/examples/jsm/loaders/OBJLoader.js +1 -1
  71. package/examples/jsm/loaders/PCDLoader.js +26 -12
  72. package/examples/jsm/loaders/PDBLoader.js +7 -2
  73. package/examples/jsm/loaders/PLYLoader.js +254 -109
  74. package/examples/jsm/loaders/RGBELoader.js +3 -3
  75. package/examples/jsm/loaders/STLLoader.js +9 -5
  76. package/examples/jsm/loaders/SVGLoader.js +36 -27
  77. package/examples/jsm/loaders/TTFLoader.js +1 -8
  78. package/examples/jsm/loaders/TiltLoader.js +13 -7
  79. package/examples/jsm/loaders/USDZLoader.js +6 -6
  80. package/examples/jsm/loaders/VOXLoader.js +8 -2
  81. package/examples/jsm/loaders/VRMLLoader.js +44 -16
  82. package/examples/jsm/loaders/VTKLoader.js +19 -10
  83. package/examples/jsm/loaders/XYZLoader.js +9 -3
  84. package/examples/jsm/loaders/lwo/IFFParser.js +19 -19
  85. package/examples/jsm/materials/MeshGouraudMaterial.js +0 -3
  86. package/examples/jsm/math/ConvexHull.js +3 -3
  87. package/examples/jsm/math/Lut.js +5 -4
  88. package/examples/jsm/math/MeshSurfaceSampler.js +7 -9
  89. package/examples/jsm/math/Octree.js +1 -1
  90. package/examples/jsm/misc/ConvexObjectBreaker.js +2 -8
  91. package/examples/jsm/misc/GPUComputationRenderer.js +6 -5
  92. package/examples/jsm/misc/MD2Character.js +2 -2
  93. package/examples/jsm/misc/MD2CharacterComplex.js +2 -2
  94. package/examples/jsm/misc/ProgressiveLightMap.js +12 -10
  95. package/examples/jsm/misc/RollerCoaster.js +7 -1
  96. package/examples/jsm/misc/Volume.js +20 -5
  97. package/examples/jsm/misc/VolumeSlice.js +3 -1
  98. package/examples/jsm/modifiers/CurveModifier.js +1 -0
  99. package/examples/jsm/modifiers/TessellateModifier.js +19 -19
  100. package/examples/jsm/nodes/Nodes.js +144 -335
  101. package/examples/jsm/nodes/accessors/BitangentNode.js +43 -16
  102. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +86 -0
  103. package/examples/jsm/nodes/accessors/BufferNode.js +6 -0
  104. package/examples/jsm/nodes/accessors/CameraNode.js +12 -2
  105. package/examples/jsm/nodes/accessors/CubeTextureNode.js +27 -33
  106. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +58 -0
  107. package/examples/jsm/nodes/accessors/InstanceNode.js +41 -26
  108. package/examples/jsm/nodes/accessors/MaterialNode.js +155 -38
  109. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +16 -0
  110. package/examples/jsm/nodes/accessors/ModelNode.js +11 -0
  111. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +13 -14
  112. package/examples/jsm/nodes/accessors/NormalNode.js +35 -19
  113. package/examples/jsm/nodes/accessors/Object3DNode.js +32 -12
  114. package/examples/jsm/nodes/accessors/PointUVNode.js +6 -1
  115. package/examples/jsm/nodes/accessors/PositionNode.js +38 -23
  116. package/examples/jsm/nodes/accessors/ReferenceNode.js +21 -14
  117. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +11 -7
  118. package/examples/jsm/nodes/accessors/SkinningNode.js +43 -40
  119. package/examples/jsm/nodes/accessors/StorageBufferNode.js +6 -0
  120. package/examples/jsm/nodes/accessors/TangentNode.js +28 -20
  121. package/examples/jsm/nodes/accessors/TextureNode.js +80 -12
  122. package/examples/jsm/nodes/accessors/UVNode.js +6 -0
  123. package/examples/jsm/nodes/accessors/UserDataNode.js +6 -0
  124. package/examples/jsm/nodes/code/CodeNode.js +75 -0
  125. package/examples/jsm/nodes/code/ExpressionNode.js +37 -0
  126. package/examples/jsm/nodes/{core → code}/FunctionCallNode.js +15 -1
  127. package/examples/jsm/nodes/{core → code}/FunctionNode.js +8 -7
  128. package/examples/jsm/nodes/code/ScriptableNode.js +488 -0
  129. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -0
  130. package/examples/jsm/nodes/core/ArrayUniformNode.js +3 -0
  131. package/examples/jsm/nodes/core/AttributeNode.js +17 -9
  132. package/examples/jsm/nodes/core/BypassNode.js +9 -2
  133. package/examples/jsm/nodes/core/CacheNode.js +46 -0
  134. package/examples/jsm/nodes/core/ConstNode.js +3 -0
  135. package/examples/jsm/nodes/core/ContextNode.js +8 -1
  136. package/examples/jsm/nodes/core/InputNode.js +26 -5
  137. package/examples/jsm/nodes/core/InstanceIndexNode.js +26 -2
  138. package/examples/jsm/nodes/core/LightingModel.js +16 -0
  139. package/examples/jsm/nodes/core/Node.js +129 -35
  140. package/examples/jsm/nodes/core/NodeAttribute.js +2 -1
  141. package/examples/jsm/nodes/core/NodeBuilder.js +271 -121
  142. package/examples/jsm/nodes/core/NodeCache.js +26 -0
  143. package/examples/jsm/nodes/core/NodeFrame.js +56 -5
  144. package/examples/jsm/nodes/core/NodeUtils.js +115 -28
  145. package/examples/jsm/nodes/core/PropertyNode.js +19 -2
  146. package/examples/jsm/nodes/core/StackNode.js +99 -0
  147. package/examples/jsm/nodes/core/TempNode.js +11 -3
  148. package/examples/jsm/nodes/core/UniformNode.js +16 -1
  149. package/examples/jsm/nodes/core/VarNode.js +21 -29
  150. package/examples/jsm/nodes/core/VaryingNode.js +15 -2
  151. package/examples/jsm/nodes/core/constants.js +6 -0
  152. package/examples/jsm/nodes/display/BlendModeNode.js +25 -11
  153. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +30 -14
  154. package/examples/jsm/nodes/display/ColorSpaceNode.js +39 -27
  155. package/examples/jsm/nodes/display/FrontFacingNode.js +7 -1
  156. package/examples/jsm/nodes/display/NormalMapNode.js +31 -18
  157. package/examples/jsm/nodes/display/PosterizeNode.js +10 -3
  158. package/examples/jsm/nodes/display/ToneMappingNode.js +101 -11
  159. package/examples/jsm/nodes/display/ViewportNode.js +27 -18
  160. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +30 -0
  161. package/examples/jsm/nodes/display/ViewportTextureNode.js +67 -0
  162. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -0
  163. package/examples/jsm/nodes/fog/FogNode.js +12 -6
  164. package/examples/jsm/nodes/fog/FogRangeNode.js +12 -5
  165. package/examples/jsm/nodes/functions/BSDF/BRDF_BlinnPhong.js +30 -0
  166. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +10 -13
  167. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +2 -2
  168. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +8 -6
  169. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +4 -4
  170. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +3 -3
  171. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +7 -5
  172. package/examples/jsm/nodes/functions/PhongLightingModel.js +28 -0
  173. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +35 -36
  174. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +4 -3
  175. package/examples/jsm/nodes/functions/material/getRoughness.js +4 -4
  176. package/examples/jsm/nodes/geometry/RangeNode.js +50 -55
  177. package/examples/jsm/nodes/gpgpu/ComputeNode.js +9 -2
  178. package/examples/jsm/nodes/lighting/AONode.js +5 -3
  179. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -0
  180. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +114 -5
  181. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +43 -0
  182. package/examples/jsm/nodes/lighting/EnvironmentNode.js +121 -35
  183. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +15 -10
  184. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -0
  185. package/examples/jsm/nodes/lighting/LightNode.js +57 -0
  186. package/examples/jsm/nodes/lighting/LightUtils.js +17 -0
  187. package/examples/jsm/nodes/lighting/LightingContextNode.js +30 -8
  188. package/examples/jsm/nodes/lighting/LightingNode.js +3 -1
  189. package/examples/jsm/nodes/lighting/LightsNode.js +18 -10
  190. package/examples/jsm/nodes/lighting/PointLightNode.js +71 -0
  191. package/examples/jsm/nodes/lighting/SpotLightNode.js +92 -0
  192. package/examples/jsm/nodes/loaders/NodeLoader.js +5 -4
  193. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +4 -20
  194. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +6 -9
  195. package/examples/jsm/nodes/materials/Materials.js +11 -55
  196. package/examples/jsm/nodes/materials/MeshBasicNodeMaterial.js +5 -11
  197. package/examples/jsm/nodes/materials/MeshNormalNodeMaterial.js +48 -0
  198. package/examples/jsm/nodes/materials/MeshPhongNodeMaterial.js +74 -0
  199. package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +6 -6
  200. package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +21 -96
  201. package/examples/jsm/nodes/materials/NodeMaterial.js +284 -62
  202. package/examples/jsm/nodes/materials/PointsNodeMaterial.js +7 -1
  203. package/examples/jsm/nodes/materials/SpriteNodeMaterial.js +29 -25
  204. package/examples/jsm/nodes/materialx/MaterialXNodes.js +31 -22
  205. package/examples/jsm/nodes/materialx/lib/mx_hsv.js +1 -1
  206. package/examples/jsm/nodes/materialx/lib/mx_noise.js +2 -1
  207. package/examples/jsm/nodes/materialx/lib/mx_transform_color.js +2 -1
  208. package/examples/jsm/nodes/math/CondNode.js +43 -17
  209. package/examples/jsm/nodes/math/MathNode.js +178 -73
  210. package/examples/jsm/nodes/math/OperatorNode.js +52 -2
  211. package/examples/jsm/nodes/procedural/CheckerNode.js +14 -6
  212. package/examples/jsm/nodes/shadernode/ShaderNode.js +186 -63
  213. package/examples/jsm/nodes/utils/ArrayElementNode.js +4 -2
  214. package/examples/jsm/nodes/utils/ConvertNode.js +19 -1
  215. package/examples/jsm/nodes/utils/DiscardNode.js +26 -0
  216. package/examples/jsm/nodes/utils/EquirectUVNode.js +10 -4
  217. package/examples/jsm/nodes/utils/JoinNode.js +4 -1
  218. package/examples/jsm/nodes/utils/LoopNode.js +186 -0
  219. package/examples/jsm/nodes/utils/MatcapUVNode.js +11 -4
  220. package/examples/jsm/nodes/utils/MaxMipLevelNode.js +18 -5
  221. package/examples/jsm/nodes/utils/OscNode.js +21 -14
  222. package/examples/jsm/nodes/utils/PackingNode.js +55 -0
  223. package/examples/jsm/nodes/utils/RemapNode.js +13 -5
  224. package/examples/jsm/nodes/utils/RotateUVNode.js +18 -7
  225. package/examples/jsm/nodes/utils/SpecularMIPLevelNode.js +37 -0
  226. package/examples/jsm/nodes/utils/SplitNode.js +7 -5
  227. package/examples/jsm/nodes/utils/SpriteSheetUVNode.js +15 -30
  228. package/examples/jsm/nodes/utils/TimerNode.js +16 -6
  229. package/examples/jsm/nodes/utils/TriplanarTexturesNode.js +21 -10
  230. package/examples/jsm/objects/GroundProjectedSkybox.js +172 -0
  231. package/examples/jsm/objects/Lensflare.js +3 -4
  232. package/examples/jsm/objects/MarchingCubes.js +5 -1
  233. package/examples/jsm/objects/Reflector.js +7 -4
  234. package/examples/jsm/objects/Refractor.js +4 -4
  235. package/examples/jsm/objects/ShadowMesh.js +3 -3
  236. package/examples/jsm/objects/Water.js +2 -1
  237. package/examples/jsm/physics/AmmoPhysics.js +27 -28
  238. package/examples/jsm/physics/RapierPhysics.js +199 -0
  239. package/examples/jsm/postprocessing/AfterimagePass.js +3 -2
  240. package/examples/jsm/postprocessing/BloomPass.js +7 -4
  241. package/examples/jsm/postprocessing/BokehPass.js +3 -8
  242. package/examples/jsm/postprocessing/DotScreenPass.js +1 -2
  243. package/examples/jsm/postprocessing/EffectComposer.js +5 -95
  244. package/examples/jsm/postprocessing/FilmPass.js +1 -2
  245. package/examples/jsm/postprocessing/GlitchPass.js +0 -2
  246. package/examples/jsm/postprocessing/HalftonePass.js +0 -6
  247. package/examples/jsm/postprocessing/OutlinePass.js +7 -7
  248. package/examples/jsm/postprocessing/OutputPass.js +72 -0
  249. package/examples/jsm/postprocessing/Pass.js +2 -0
  250. package/examples/jsm/postprocessing/RenderPixelatedPass.js +4 -3
  251. package/examples/jsm/postprocessing/SAOPass.js +4 -26
  252. package/examples/jsm/postprocessing/SMAAPass.js +5 -8
  253. package/examples/jsm/postprocessing/SSAARenderPass.js +15 -6
  254. package/examples/jsm/postprocessing/SSAOPass.js +4 -14
  255. package/examples/jsm/postprocessing/SSRPass.js +3 -7
  256. package/examples/jsm/postprocessing/SavePass.js +2 -3
  257. package/examples/jsm/postprocessing/ShaderPass.js +1 -0
  258. package/examples/jsm/postprocessing/TAARenderPass.js +3 -2
  259. package/examples/jsm/postprocessing/TexturePass.js +0 -2
  260. package/examples/jsm/postprocessing/UnrealBloomPass.js +4 -11
  261. package/examples/jsm/renderers/CSS2DRenderer.js +6 -1
  262. package/examples/jsm/renderers/CSS3DRenderer.js +27 -5
  263. package/examples/jsm/renderers/{webgpu/WebGPUAnimation.js → common/Animation.js} +4 -4
  264. package/examples/jsm/renderers/common/Attributes.js +75 -0
  265. package/examples/jsm/renderers/common/Backend.js +160 -0
  266. package/examples/jsm/renderers/common/Background.js +133 -0
  267. package/examples/jsm/renderers/common/Binding.js +11 -0
  268. package/examples/jsm/renderers/common/Bindings.js +169 -0
  269. package/examples/jsm/renderers/common/Buffer.js +38 -0
  270. package/examples/jsm/renderers/{webgpu/WebGPUBufferUtils.js → common/BufferUtils.js} +2 -2
  271. package/examples/jsm/renderers/common/ChainMap.js +89 -0
  272. package/examples/jsm/renderers/common/ComputePipeline.js +17 -0
  273. package/examples/jsm/renderers/common/Constants.js +14 -0
  274. package/examples/jsm/renderers/common/CubeRenderTarget.js +65 -0
  275. package/examples/jsm/renderers/common/DataMap.js +54 -0
  276. package/examples/jsm/renderers/common/Geometries.js +215 -0
  277. package/examples/jsm/renderers/{webgpu/WebGPUInfo.js → common/Info.js} +2 -3
  278. package/examples/jsm/renderers/common/Pipeline.js +13 -0
  279. package/examples/jsm/renderers/common/Pipelines.js +309 -0
  280. package/examples/jsm/renderers/common/ProgrammableStage.js +18 -0
  281. package/examples/jsm/renderers/common/RenderContext.js +37 -0
  282. package/examples/jsm/renderers/common/RenderContexts.js +38 -0
  283. package/examples/jsm/renderers/{webgpu/WebGPURenderLists.js → common/RenderList.js} +26 -47
  284. package/examples/jsm/renderers/common/RenderLists.js +38 -0
  285. package/examples/jsm/renderers/common/RenderObject.js +95 -0
  286. package/examples/jsm/renderers/common/RenderObjects.js +92 -0
  287. package/examples/jsm/renderers/common/RenderPipeline.js +16 -0
  288. package/examples/jsm/renderers/common/RenderTarget.js +15 -0
  289. package/examples/jsm/renderers/common/Renderer.js +822 -0
  290. package/examples/jsm/renderers/common/SampledTexture.js +80 -0
  291. package/examples/jsm/renderers/common/Sampler.js +18 -0
  292. package/examples/jsm/renderers/common/StorageBuffer.js +17 -0
  293. package/examples/jsm/renderers/common/Textures.js +206 -0
  294. package/examples/jsm/renderers/{webgpu/WebGPUUniform.js → common/Uniform.js} +13 -9
  295. package/examples/jsm/renderers/common/UniformBuffer.js +15 -0
  296. package/examples/jsm/renderers/{webgpu/WebGPUUniformsGroup.js → common/UniformsGroup.js} +13 -13
  297. package/examples/jsm/renderers/common/nodes/NodeRender.js +302 -0
  298. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeSampledTexture.js → common/nodes/NodeSampledTexture.js} +4 -4
  299. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeSampler.js → common/nodes/NodeSampler.js} +3 -3
  300. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeUniform.js → common/nodes/NodeUniform.js} +1 -1
  301. package/examples/jsm/renderers/common/nodes/Nodes.js +319 -0
  302. package/examples/jsm/renderers/webgl/nodes/WebGLNodeBuilder.js +35 -31
  303. package/examples/jsm/renderers/webgpu/WebGPUBackend.js +765 -0
  304. package/examples/jsm/renderers/webgpu/WebGPURenderer.js +15 -987
  305. package/examples/jsm/renderers/webgpu/nodes/{WebGPUNodeBuilder.js → WGSLNodeBuilder.js} +117 -90
  306. package/examples/jsm/{nodes/parsers → renderers/webgpu/nodes}/WGSLNodeFunction.js +2 -2
  307. package/examples/jsm/{nodes/parsers → renderers/webgpu/nodes}/WGSLNodeParser.js +1 -1
  308. package/examples/jsm/renderers/webgpu/utils/WebGPUAttributeUtils.js +251 -0
  309. package/examples/jsm/renderers/webgpu/utils/WebGPUBindingUtils.js +145 -0
  310. package/examples/jsm/renderers/webgpu/{constants.js → utils/WebGPUConstants.js} +73 -12
  311. package/examples/jsm/renderers/webgpu/{WebGPURenderPipeline.js → utils/WebGPUPipelineUtils.js} +135 -285
  312. package/examples/jsm/renderers/webgpu/{WebGPUTextureUtils.js → utils/WebGPUTextureMipmapUtils.js} +5 -25
  313. package/examples/jsm/renderers/webgpu/utils/WebGPUTextureUtils.js +855 -0
  314. package/examples/jsm/renderers/webgpu/utils/WebGPUUtils.js +88 -0
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  721. package/examples/js/shaders/DigitalGlitch.js +0 -127
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  736. package/examples/js/shaders/MMDToonShader.js +0 -96
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@@ -1,72 +0,0 @@
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- ( function () {
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-
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- /**
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- * Dot screen shader
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- * based on glfx.js sepia shader
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- * https://github.com/evanw/glfx.js
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- */
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-
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- const DotScreenShader = {
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- uniforms: {
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- 'tDiffuse': {
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- value: null
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- },
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- 'tSize': {
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- value: new THREE.Vector2( 256, 256 )
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- },
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- 'center': {
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- value: new THREE.Vector2( 0.5, 0.5 )
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- },
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- 'angle': {
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- value: 1.57
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- },
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- 'scale': {
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- value: 1.0
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- }
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- },
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- vertexShader: /* glsl */`
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-
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- varying vec2 vUv;
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-
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- void main() {
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-
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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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- }`,
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- fragmentShader: /* glsl */`
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-
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- uniform vec2 center;
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- uniform float angle;
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- uniform float scale;
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- uniform vec2 tSize;
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-
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- uniform sampler2D tDiffuse;
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-
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- varying vec2 vUv;
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-
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- float pattern() {
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-
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- float s = sin( angle ), c = cos( angle );
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-
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- vec2 tex = vUv * tSize - center;
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- vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;
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-
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- return ( sin( point.x ) * sin( point.y ) ) * 4.0;
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-
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- }
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-
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- void main() {
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-
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- vec4 color = texture2D( tDiffuse, vUv );
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-
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- float average = ( color.r + color.g + color.b ) / 3.0;
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-
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- gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );
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-
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- }`
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- };
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-
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- THREE.DotScreenShader = DotScreenShader;
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-
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- } )();
@@ -1,284 +0,0 @@
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- ( function () {
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-
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- /**
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- * NVIDIA FXAA by Timothy Lottes
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- * https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
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- * - WebGL port by @supereggbert
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- * http://www.glge.org/demos/fxaa/
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- * Further improved by Daniel Sturk
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- */
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-
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- const FXAAShader = {
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- uniforms: {
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- 'tDiffuse': {
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- value: null
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- },
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- 'resolution': {
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- value: new THREE.Vector2( 1 / 1024, 1 / 512 )
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- }
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- },
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- vertexShader: /* glsl */`
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-
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- varying vec2 vUv;
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-
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- void main() {
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-
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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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- }`,
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- fragmentShader: `
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- precision highp float;
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-
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- uniform sampler2D tDiffuse;
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-
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- uniform vec2 resolution;
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-
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- varying vec2 vUv;
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-
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- // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
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-
41
- //----------------------------------------------------------------------------------
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- // File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
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- // SDK Version: v3.00
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- // Email: gameworks@nvidia.com
45
- // Site: http://developer.nvidia.com/
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- //
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- // Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
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- //
49
- // Redistribution and use in source and binary forms, with or without
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- // modification, are permitted provided that the following conditions
51
- // are met:
52
- // * Redistributions of source code must retain the above copyright
53
- // notice, this list of conditions and the following disclaimer.
54
- // * Redistributions in binary form must reproduce the above copyright
55
- // notice, this list of conditions and the following disclaimer in the
56
- // documentation and/or other materials provided with the distribution.
57
- // * Neither the name of NVIDIA CORPORATION nor the names of its
58
- // contributors may be used to endorse or promote products derived
59
- // from this software without specific prior written permission.
60
- //
61
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
62
- // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
63
- // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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- // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
65
- // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
66
- // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
67
- // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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- // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
69
- // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
71
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
72
- //
73
- //----------------------------------------------------------------------------------
74
-
75
- #ifndef FXAA_DISCARD
76
- //
77
- // Only valid for PC OpenGL currently.
78
- // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
79
- //
80
- // 1 = Use discard on pixels which don't need AA.
81
- // For APIs which enable concurrent TEX+ROP from same surface.
82
- // 0 = Return unchanged color on pixels which don't need AA.
83
- //
84
- #define FXAA_DISCARD 0
85
- #endif
86
-
87
- /*--------------------------------------------------------------------------*/
88
- #define FxaaTexTop(t, p) texture2D(t, p, -100.0)
89
- #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
90
- /*--------------------------------------------------------------------------*/
91
-
92
- #define NUM_SAMPLES 5
93
-
94
- // assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
95
- float contrast( vec4 a, vec4 b ) {
96
- vec4 diff = abs( a - b );
97
- return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
98
- }
99
-
100
- /*============================================================================
101
-
102
- FXAA3 QUALITY - PC
103
-
104
- ============================================================================*/
105
-
106
- /*--------------------------------------------------------------------------*/
107
- vec4 FxaaPixelShader(
108
- vec2 posM,
109
- sampler2D tex,
110
- vec2 fxaaQualityRcpFrame,
111
- float fxaaQualityEdgeThreshold,
112
- float fxaaQualityinvEdgeThreshold
113
- ) {
114
- vec4 rgbaM = FxaaTexTop(tex, posM);
115
- vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
116
- vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
117
- vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
118
- vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
119
- // . S .
120
- // W M E
121
- // . N .
122
-
123
- bool earlyExit = max( max( max(
124
- contrast( rgbaM, rgbaN ),
125
- contrast( rgbaM, rgbaS ) ),
126
- contrast( rgbaM, rgbaE ) ),
127
- contrast( rgbaM, rgbaW ) )
128
- < fxaaQualityEdgeThreshold;
129
- // . 0 .
130
- // 0 0 0
131
- // . 0 .
132
-
133
- #if (FXAA_DISCARD == 1)
134
- if(earlyExit) FxaaDiscard;
135
- #else
136
- if(earlyExit) return rgbaM;
137
- #endif
138
-
139
- float contrastN = contrast( rgbaM, rgbaN );
140
- float contrastS = contrast( rgbaM, rgbaS );
141
- float contrastE = contrast( rgbaM, rgbaE );
142
- float contrastW = contrast( rgbaM, rgbaW );
143
-
144
- float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
145
- relativeVContrast *= fxaaQualityinvEdgeThreshold;
146
-
147
- bool horzSpan = relativeVContrast > 0.;
148
- // . 1 .
149
- // 0 0 0
150
- // . 1 .
151
-
152
- // 45 deg edge detection and corners of objects, aka V/H contrast is too similar
153
- if( abs( relativeVContrast ) < .3 ) {
154
- // locate the edge
155
- vec2 dirToEdge;
156
- dirToEdge.x = contrastE > contrastW ? 1. : -1.;
157
- dirToEdge.y = contrastS > contrastN ? 1. : -1.;
158
- // . 2 . . 1 .
159
- // 1 0 2 ~= 0 0 1
160
- // . 1 . . 0 .
161
-
162
- // tap 2 pixels and see which ones are "outside" the edge, to
163
- // determine if the edge is vertical or horizontal
164
-
165
- vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
166
- float matchAlongH = contrast( rgbaM, rgbaAlongH );
167
- // . 1 .
168
- // 0 0 1
169
- // . 0 H
170
-
171
- vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
172
- float matchAlongV = contrast( rgbaM, rgbaAlongV );
173
- // V 1 .
174
- // 0 0 1
175
- // . 0 .
176
-
177
- relativeVContrast = matchAlongV - matchAlongH;
178
- relativeVContrast *= fxaaQualityinvEdgeThreshold;
179
-
180
- if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
181
- // 1 1 .
182
- // 0 0 1
183
- // . 0 1
184
-
185
- // do a simple blur
186
- return mix(
187
- rgbaM,
188
- (rgbaN + rgbaS + rgbaE + rgbaW) * .25,
189
- .4
190
- );
191
- }
192
-
193
- horzSpan = relativeVContrast > 0.;
194
- }
195
-
196
- if(!horzSpan) rgbaN = rgbaW;
197
- if(!horzSpan) rgbaS = rgbaE;
198
- // . 0 . 1
199
- // 1 0 1 -> 0
200
- // . 0 . 1
201
-
202
- bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
203
- if(!pairN) rgbaN = rgbaS;
204
-
205
- vec2 offNP;
206
- offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
207
- offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
208
-
209
- bool doneN = false;
210
- bool doneP = false;
211
-
212
- float nDist = 0.;
213
- float pDist = 0.;
214
-
215
- vec2 posN = posM;
216
- vec2 posP = posM;
217
-
218
- int iterationsUsed = 0;
219
- int iterationsUsedN = 0;
220
- int iterationsUsedP = 0;
221
- for( int i = 0; i < NUM_SAMPLES; i++ ) {
222
- iterationsUsed = i;
223
-
224
- float increment = float(i + 1);
225
-
226
- if(!doneN) {
227
- nDist += increment;
228
- posN = posM + offNP * nDist;
229
- vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
230
- doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
231
- iterationsUsedN = i;
232
- }
233
-
234
- if(!doneP) {
235
- pDist += increment;
236
- posP = posM - offNP * pDist;
237
- vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
238
- doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
239
- iterationsUsedP = i;
240
- }
241
-
242
- if(doneN || doneP) break;
243
- }
244
-
245
-
246
- if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge
247
-
248
- float dist = min(
249
- doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
250
- doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
251
- );
252
-
253
- // hacky way of reduces blurriness of mostly diagonal edges
254
- // but reduces AA quality
255
- dist = pow(dist, .5);
256
-
257
- dist = 1. - dist;
258
-
259
- return mix(
260
- rgbaM,
261
- rgbaN,
262
- dist * .5
263
- );
264
- }
265
-
266
- void main() {
267
- const float edgeDetectionQuality = .2;
268
- const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;
269
-
270
- gl_FragColor = FxaaPixelShader(
271
- vUv,
272
- tDiffuse,
273
- resolution,
274
- edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
275
- invEdgeDetectionQuality
276
- );
277
-
278
- }
279
- `
280
- };
281
-
282
- THREE.FXAAShader = FXAAShader;
283
-
284
- } )();
@@ -1,110 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Film grain & scanlines shader
5
- *
6
- * - ported from HLSL to WebGL / GLSL
7
- * https://web.archive.org/web/20210226214859/http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
8
- *
9
- * Screen Space Static Postprocessor
10
- *
11
- * Produces an analogue noise overlay similar to a film grain / TV static
12
- *
13
- * Original implementation and noise algorithm
14
- * Pat 'Hawthorne' Shearon
15
- *
16
- * Optimized scanlines + noise version with intensity scaling
17
- * Georg 'Leviathan' Steinrohder
18
- *
19
- * This version is provided under a Creative Commons Attribution 3.0 License
20
- * http://creativecommons.org/licenses/by/3.0/
21
- */
22
-
23
- const FilmShader = {
24
- uniforms: {
25
- 'tDiffuse': {
26
- value: null
27
- },
28
- 'time': {
29
- value: 0.0
30
- },
31
- 'nIntensity': {
32
- value: 0.5
33
- },
34
- 'sIntensity': {
35
- value: 0.05
36
- },
37
- 'sCount': {
38
- value: 4096
39
- },
40
- 'grayscale': {
41
- value: 1
42
- }
43
- },
44
- vertexShader: /* glsl */`
45
-
46
- varying vec2 vUv;
47
-
48
- void main() {
49
-
50
- vUv = uv;
51
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
52
-
53
- }`,
54
- fragmentShader: /* glsl */`
55
-
56
- #include <common>
57
-
58
- // control parameter
59
- uniform float time;
60
-
61
- uniform bool grayscale;
62
-
63
- // noise effect intensity value (0 = no effect, 1 = full effect)
64
- uniform float nIntensity;
65
-
66
- // scanlines effect intensity value (0 = no effect, 1 = full effect)
67
- uniform float sIntensity;
68
-
69
- // scanlines effect count value (0 = no effect, 4096 = full effect)
70
- uniform float sCount;
71
-
72
- uniform sampler2D tDiffuse;
73
-
74
- varying vec2 vUv;
75
-
76
- void main() {
77
-
78
- // sample the source
79
- vec4 cTextureScreen = texture2D( tDiffuse, vUv );
80
-
81
- // make some noise
82
- float dx = rand( vUv + time );
83
-
84
- // add noise
85
- vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );
86
-
87
- // get us a sine and cosine
88
- vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );
89
-
90
- // add scanlines
91
- cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;
92
-
93
- // interpolate between source and result by intensity
94
- cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );
95
-
96
- // convert to grayscale if desired
97
- if( grayscale ) {
98
-
99
- cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );
100
-
101
- }
102
-
103
- gl_FragColor = vec4( cResult, cTextureScreen.a );
104
-
105
- }`
106
- };
107
-
108
- THREE.FilmShader = FilmShader;
109
-
110
- } )();
@@ -1,95 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Focus shader
5
- * based on PaintEffect postprocess from ro.me
6
- * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
7
- */
8
-
9
- const FocusShader = {
10
- uniforms: {
11
- 'tDiffuse': {
12
- value: null
13
- },
14
- 'screenWidth': {
15
- value: 1024
16
- },
17
- 'screenHeight': {
18
- value: 1024
19
- },
20
- 'sampleDistance': {
21
- value: 0.94
22
- },
23
- 'waveFactor': {
24
- value: 0.00125
25
- }
26
- },
27
- vertexShader: /* glsl */`
28
-
29
- varying vec2 vUv;
30
-
31
- void main() {
32
-
33
- vUv = uv;
34
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
35
-
36
- }`,
37
- fragmentShader: /* glsl */`
38
-
39
- uniform float screenWidth;
40
- uniform float screenHeight;
41
- uniform float sampleDistance;
42
- uniform float waveFactor;
43
-
44
- uniform sampler2D tDiffuse;
45
-
46
- varying vec2 vUv;
47
-
48
- void main() {
49
-
50
- vec4 color, org, tmp, add;
51
- float sample_dist, f;
52
- vec2 vin;
53
- vec2 uv = vUv;
54
-
55
- add = color = org = texture2D( tDiffuse, uv );
56
-
57
- vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );
58
- sample_dist = dot( vin, vin ) * 2.0;
59
-
60
- f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;
61
-
62
- vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );
63
-
64
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );
65
- if( tmp.b < color.b ) color = tmp;
66
-
67
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );
68
- if( tmp.b < color.b ) color = tmp;
69
-
70
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );
71
- if( tmp.b < color.b ) color = tmp;
72
-
73
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );
74
- if( tmp.b < color.b ) color = tmp;
75
-
76
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );
77
- if( tmp.b < color.b ) color = tmp;
78
-
79
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );
80
- if( tmp.b < color.b ) color = tmp;
81
-
82
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );
83
- if( tmp.b < color.b ) color = tmp;
84
-
85
- color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );
86
- color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );
87
-
88
- gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );
89
-
90
- }`
91
- };
92
-
93
- THREE.FocusShader = FocusShader;
94
-
95
- } )();
@@ -1,93 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Edge Detection Shader using Frei-Chen filter
5
- * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
6
- *
7
- * aspect: vec2 of (1/width, 1/height)
8
- */
9
-
10
- const FreiChenShader = {
11
- uniforms: {
12
- 'tDiffuse': {
13
- value: null
14
- },
15
- 'aspect': {
16
- value: new THREE.Vector2( 512, 512 )
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
- fragmentShader: /* glsl */`
30
-
31
- uniform sampler2D tDiffuse;
32
- varying vec2 vUv;
33
-
34
- uniform vec2 aspect;
35
-
36
- vec2 texel = vec2( 1.0 / aspect.x, 1.0 / aspect.y );
37
-
38
-
39
- mat3 G[9];
40
-
41
- // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
42
-
43
- const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
44
- const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
45
- const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
46
- const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
47
- const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
48
- const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
49
- const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
50
- const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
51
- const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
52
-
53
- void main(void)
54
- {
55
-
56
- G[0] = g0,
57
- G[1] = g1,
58
- G[2] = g2,
59
- G[3] = g3,
60
- G[4] = g4,
61
- G[5] = g5,
62
- G[6] = g6,
63
- G[7] = g7,
64
- G[8] = g8;
65
-
66
- mat3 I;
67
- float cnv[9];
68
- vec3 sample;
69
-
70
- /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
71
- for (float i=0.0; i<3.0; i++) {
72
- for (float j=0.0; j<3.0; j++) {
73
- sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
74
- I[int(i)][int(j)] = length(sample);
75
- }
76
- }
77
-
78
- /* calculate the convolution values for all the masks */
79
- for (int i=0; i<9; i++) {
80
- float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
81
- cnv[i] = dp3 * dp3;
82
- }
83
-
84
- float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
85
- float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
86
-
87
- gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
88
- }`
89
- };
90
-
91
- THREE.FreiChenShader = FreiChenShader;
92
-
93
- } )();
@@ -1,41 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Gamma Correction Shader
5
- * http://en.wikipedia.org/wiki/gamma_correction
6
- */
7
-
8
- const GammaCorrectionShader = {
9
- uniforms: {
10
- 'tDiffuse': {
11
- value: null
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
- fragmentShader: /* glsl */`
25
-
26
- uniform sampler2D tDiffuse;
27
-
28
- varying vec2 vUv;
29
-
30
- void main() {
31
-
32
- vec4 tex = texture2D( tDiffuse, vUv );
33
-
34
- gl_FragColor = LinearTosRGB( tex );
35
-
36
- }`
37
- };
38
-
39
- THREE.GammaCorrectionShader = GammaCorrectionShader;
40
-
41
- } )();