@needle-tools/three 0.146.10 → 0.153.1

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 +40124 -20919
  3. package/build/three.js +40120 -20914
  4. package/build/three.min.js +8 -6
  5. package/build/three.module.js +7298 -6003
  6. package/build/three.module.min.js +7 -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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  782. package/examples/jsm/node-editor/NodeEditor.js +0 -857
  783. package/examples/jsm/node-editor/accessors/MatcapUVEditor.js +0 -14
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@@ -1,62 +0,0 @@
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- ( function () {
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-
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- /**
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- * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
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- * - based on Nvidia example
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- * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
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- */
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-
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- const BleachBypassShader = {
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- uniforms: {
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- 'tDiffuse': {
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- value: null
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- },
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- 'opacity': {
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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 float opacity;
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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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- void main() {
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-
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- vec4 base = texture2D( tDiffuse, vUv );
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-
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- vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );
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- float lum = dot( lumCoeff, base.rgb );
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- vec3 blend = vec3( lum );
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-
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- float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
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-
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- vec3 result1 = 2.0 * base.rgb * blend;
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- vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
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-
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- vec3 newColor = mix( result1, result2, L );
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-
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- float A2 = opacity * base.a;
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- vec3 mixRGB = A2 * newColor.rgb;
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- mixRGB += ( ( 1.0 - A2 ) * base.rgb );
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-
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- gl_FragColor = vec4( mixRGB, base.a );
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-
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- }`
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- };
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-
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- THREE.BleachBypassShader = BleachBypassShader;
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-
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- } )();
@@ -1,54 +0,0 @@
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- ( function () {
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-
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- /**
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- * Blend two textures
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- */
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-
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- const BlendShader = {
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- uniforms: {
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- 'tDiffuse1': {
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- value: null
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- },
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- 'tDiffuse2': {
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- value: null
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- },
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- 'mixRatio': {
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- value: 0.5
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- },
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- 'opacity': {
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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 float opacity;
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- uniform float mixRatio;
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-
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- uniform sampler2D tDiffuse1;
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- uniform sampler2D tDiffuse2;
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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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- vec4 texel1 = texture2D( tDiffuse1, vUv );
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- vec4 texel2 = texture2D( tDiffuse2, vUv );
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- gl_FragColor = mix( texel1, texel2, mixRatio );
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- gl_FragColor.a *= opacity;
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-
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- }`
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- };
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-
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- THREE.BlendShader = BlendShader;
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-
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- } )();
@@ -1,156 +0,0 @@
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- ( function () {
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-
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- /**
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- * Depth-of-field shader with bokeh
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- * ported from GLSL shader by Martins Upitis
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- * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
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- */
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-
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- const BokehShader = {
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- defines: {
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- 'DEPTH_PACKING': 1,
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- 'PERSPECTIVE_CAMERA': 1
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- },
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- uniforms: {
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- 'tColor': {
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- value: null
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- },
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- 'tDepth': {
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- value: null
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- },
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- 'focus': {
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- value: 1.0
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- },
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- 'aspect': {
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- value: 1.0
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- },
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- 'aperture': {
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- value: 0.025
29
- },
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- 'maxblur': {
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- value: 0.01
32
- },
33
- 'nearClip': {
34
- value: 1.0
35
- },
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- 'farClip': {
37
- value: 1000.0
38
- }
39
- },
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- vertexShader: /* glsl */`
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-
42
- varying vec2 vUv;
43
-
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- void main() {
45
-
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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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- #include <common>
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-
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- varying vec2 vUv;
55
-
56
- uniform sampler2D tColor;
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- uniform sampler2D tDepth;
58
-
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- uniform float maxblur; // max blur amount
60
- uniform float aperture; // aperture - bigger values for shallower depth of field
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-
62
- uniform float nearClip;
63
- uniform float farClip;
64
-
65
- uniform float focus;
66
- uniform float aspect;
67
-
68
- #include <packing>
69
-
70
- float getDepth( const in vec2 screenPosition ) {
71
- #if DEPTH_PACKING == 1
72
- return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
73
- #else
74
- return texture2D( tDepth, screenPosition ).x;
75
- #endif
76
- }
77
-
78
- float getViewZ( const in float depth ) {
79
- #if PERSPECTIVE_CAMERA == 1
80
- return perspectiveDepthToViewZ( depth, nearClip, farClip );
81
- #else
82
- return orthographicDepthToViewZ( depth, nearClip, farClip );
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- #endif
84
- }
85
-
86
-
87
- void main() {
88
-
89
- vec2 aspectcorrect = vec2( 1.0, aspect );
90
-
91
- float viewZ = getViewZ( getDepth( vUv ) );
92
-
93
- float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation
94
-
95
- vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );
96
-
97
- vec2 dofblur9 = dofblur * 0.9;
98
- vec2 dofblur7 = dofblur * 0.7;
99
- vec2 dofblur4 = dofblur * 0.4;
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-
101
- vec4 col = vec4( 0.0 );
102
-
103
- col += texture2D( tColor, vUv.xy );
104
- col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );
105
- col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );
106
- col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );
107
- col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );
108
- col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );
109
- col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );
110
- col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );
111
- col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );
112
- col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );
113
- col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );
114
- col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );
115
- col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );
116
- col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );
117
- col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );
118
- col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );
119
- col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );
120
-
121
- col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
122
- col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
123
- col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
124
- col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
125
- col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );
126
- col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );
127
- col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );
128
- col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );
129
-
130
- col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
131
- col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );
132
- col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
133
- col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );
134
- col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );
135
- col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );
136
- col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );
137
- col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );
138
-
139
- col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
140
- col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
141
- col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
142
- col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );
143
- col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );
144
- col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );
145
- col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );
146
- col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );
147
-
148
- gl_FragColor = col / 41.0;
149
- gl_FragColor.a = 1.0;
150
-
151
- }`
152
- };
153
-
154
- THREE.BokehShader = BokehShader;
155
-
156
- } )();
@@ -1,419 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Depth-of-field shader with bokeh
5
- * ported from GLSL shader by Martins Upitis
6
- * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
7
- *
8
- * Requires #define RINGS and SAMPLES integers
9
- */
10
- const BokehShader = {
11
- uniforms: {
12
- 'textureWidth': {
13
- value: 1.0
14
- },
15
- 'textureHeight': {
16
- value: 1.0
17
- },
18
- 'focalDepth': {
19
- value: 1.0
20
- },
21
- 'focalLength': {
22
- value: 24.0
23
- },
24
- 'fstop': {
25
- value: 0.9
26
- },
27
- 'tColor': {
28
- value: null
29
- },
30
- 'tDepth': {
31
- value: null
32
- },
33
- 'maxblur': {
34
- value: 1.0
35
- },
36
- 'showFocus': {
37
- value: 0
38
- },
39
- 'manualdof': {
40
- value: 0
41
- },
42
- 'vignetting': {
43
- value: 0
44
- },
45
- 'depthblur': {
46
- value: 0
47
- },
48
- 'threshold': {
49
- value: 0.5
50
- },
51
- 'gain': {
52
- value: 2.0
53
- },
54
- 'bias': {
55
- value: 0.5
56
- },
57
- 'fringe': {
58
- value: 0.7
59
- },
60
- 'znear': {
61
- value: 0.1
62
- },
63
- 'zfar': {
64
- value: 100
65
- },
66
- 'noise': {
67
- value: 1
68
- },
69
- 'dithering': {
70
- value: 0.0001
71
- },
72
- 'pentagon': {
73
- value: 0
74
- },
75
- 'shaderFocus': {
76
- value: 1
77
- },
78
- 'focusCoords': {
79
- value: new THREE.Vector2()
80
- }
81
- },
82
- vertexShader: /* glsl */`
83
-
84
- varying vec2 vUv;
85
-
86
- void main() {
87
-
88
- vUv = uv;
89
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
90
-
91
- }`,
92
- fragmentShader: /* glsl */`
93
-
94
- #include <common>
95
-
96
- varying vec2 vUv;
97
-
98
- uniform sampler2D tColor;
99
- uniform sampler2D tDepth;
100
- uniform float textureWidth;
101
- uniform float textureHeight;
102
-
103
- uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
104
- uniform float focalLength; //focal length in mm
105
- uniform float fstop; //f-stop value
106
- uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
107
-
108
- /*
109
- make sure that these two values are the same for your camera, otherwise distances will be wrong.
110
- */
111
-
112
- uniform float znear; // camera clipping start
113
- uniform float zfar; // camera clipping end
114
-
115
- //------------------------------------------
116
- //user variables
117
-
118
- const int samples = SAMPLES; //samples on the first ring
119
- const int rings = RINGS; //ring count
120
-
121
- const int maxringsamples = rings * samples;
122
-
123
- uniform bool manualdof; // manual dof calculation
124
- float ndofstart = 1.0; // near dof blur start
125
- float ndofdist = 2.0; // near dof blur falloff distance
126
- float fdofstart = 1.0; // far dof blur start
127
- float fdofdist = 3.0; // far dof blur falloff distance
128
-
129
- float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
130
-
131
- uniform bool vignetting; // use optical lens vignetting
132
-
133
- float vignout = 1.3; // vignetting outer border
134
- float vignin = 0.0; // vignetting inner border
135
- float vignfade = 22.0; // f-stops till vignete fades
136
-
137
- uniform bool shaderFocus;
138
- // disable if you use external focalDepth value
139
-
140
- uniform vec2 focusCoords;
141
- // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
142
- // if center of screen use vec2(0.5, 0.5);
143
-
144
- uniform float maxblur;
145
- //clamp value of max blur (0.0 = no blur, 1.0 default)
146
-
147
- uniform float threshold; // highlight threshold;
148
- uniform float gain; // highlight gain;
149
-
150
- uniform float bias; // bokeh edge bias
151
- uniform float fringe; // bokeh chromatic aberration / fringing
152
-
153
- uniform bool noise; //use noise instead of pattern for sample dithering
154
-
155
- uniform float dithering;
156
-
157
- uniform bool depthblur; // blur the depth buffer
158
- float dbsize = 1.25; // depth blur size
159
-
160
- /*
161
- next part is experimental
162
- not looking good with small sample and ring count
163
- looks okay starting from samples = 4, rings = 4
164
- */
165
-
166
- uniform bool pentagon; //use pentagon as bokeh shape?
167
- float feather = 0.4; //pentagon shape feather
168
-
169
- //------------------------------------------
170
-
171
- float penta(vec2 coords) {
172
- //pentagonal shape
173
- float scale = float(rings) - 1.3;
174
- vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
175
- vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
176
- vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
177
- vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
178
- vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
179
- vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
180
-
181
- vec4 one = vec4( 1.0 );
182
-
183
- vec4 P = vec4((coords),vec2(scale, scale));
184
-
185
- vec4 dist = vec4(0.0);
186
- float inorout = -4.0;
187
-
188
- dist.x = dot( P, HS0 );
189
- dist.y = dot( P, HS1 );
190
- dist.z = dot( P, HS2 );
191
- dist.w = dot( P, HS3 );
192
-
193
- dist = smoothstep( -feather, feather, dist );
194
-
195
- inorout += dot( dist, one );
196
-
197
- dist.x = dot( P, HS4 );
198
- dist.y = HS5.w - abs( P.z );
199
-
200
- dist = smoothstep( -feather, feather, dist );
201
- inorout += dist.x;
202
-
203
- return clamp( inorout, 0.0, 1.0 );
204
- }
205
-
206
- float bdepth(vec2 coords) {
207
- // Depth buffer blur
208
- float d = 0.0;
209
- float kernel[9];
210
- vec2 offset[9];
211
-
212
- vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
213
-
214
- offset[0] = vec2(-wh.x,-wh.y);
215
- offset[1] = vec2( 0.0, -wh.y);
216
- offset[2] = vec2( wh.x -wh.y);
217
-
218
- offset[3] = vec2(-wh.x, 0.0);
219
- offset[4] = vec2( 0.0, 0.0);
220
- offset[5] = vec2( wh.x, 0.0);
221
-
222
- offset[6] = vec2(-wh.x, wh.y);
223
- offset[7] = vec2( 0.0, wh.y);
224
- offset[8] = vec2( wh.x, wh.y);
225
-
226
- kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
227
- kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
228
- kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
229
-
230
-
231
- for( int i=0; i<9; i++ ) {
232
- float tmp = texture2D(tDepth, coords + offset[i]).r;
233
- d += tmp * kernel[i];
234
- }
235
-
236
- return d;
237
- }
238
-
239
-
240
- vec3 color(vec2 coords,float blur) {
241
- //processing the sample
242
-
243
- vec3 col = vec3(0.0);
244
- vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
245
-
246
- col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
247
- col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
248
- col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
249
-
250
- vec3 lumcoeff = vec3(0.299,0.587,0.114);
251
- float lum = dot(col.rgb, lumcoeff);
252
- float thresh = max((lum-threshold)*gain, 0.0);
253
- return col+mix(vec3(0.0),col,thresh*blur);
254
- }
255
-
256
- vec3 debugFocus(vec3 col, float blur, float depth) {
257
- float edge = 0.002*depth; //distance based edge smoothing
258
- float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
259
- float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
260
-
261
- col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
262
- col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
263
-
264
- return col;
265
- }
266
-
267
- float linearize(float depth) {
268
- return -zfar * znear / (depth * (zfar - znear) - zfar);
269
- }
270
-
271
- float vignette() {
272
- float dist = distance(vUv.xy, vec2(0.5,0.5));
273
- dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
274
- return clamp(dist,0.0,1.0);
275
- }
276
-
277
- float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
278
- float rings2 = float(rings);
279
- float step = PI*2.0 / float(ringsamples);
280
- float pw = cos(j*step)*i;
281
- float ph = sin(j*step)*i;
282
- float p = 1.0;
283
- if (pentagon) {
284
- p = penta(vec2(pw,ph));
285
- }
286
- col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
287
- return 1.0 * mix(1.0, i /rings2, bias) * p;
288
- }
289
-
290
- void main() {
291
- //scene depth calculation
292
-
293
- float depth = linearize(texture2D(tDepth,vUv.xy).x);
294
-
295
- // Blur depth?
296
- if ( depthblur ) {
297
- depth = linearize(bdepth(vUv.xy));
298
- }
299
-
300
- //focal plane calculation
301
-
302
- float fDepth = focalDepth;
303
-
304
- if (shaderFocus) {
305
-
306
- fDepth = linearize(texture2D(tDepth,focusCoords).x);
307
-
308
- }
309
-
310
- // dof blur factor calculation
311
-
312
- float blur = 0.0;
313
-
314
- if (manualdof) {
315
- float a = depth-fDepth; // Focal plane
316
- float b = (a-fdofstart)/fdofdist; // Far DoF
317
- float c = (-a-ndofstart)/ndofdist; // Near Dof
318
- blur = (a>0.0) ? b : c;
319
- } else {
320
- float f = focalLength; // focal length in mm
321
- float d = fDepth*1000.0; // focal plane in mm
322
- float o = depth*1000.0; // depth in mm
323
-
324
- float a = (o*f)/(o-f);
325
- float b = (d*f)/(d-f);
326
- float c = (d-f)/(d*fstop*CoC);
327
-
328
- blur = abs(a-b)*c;
329
- }
330
-
331
- blur = clamp(blur,0.0,1.0);
332
-
333
- // calculation of pattern for dithering
334
-
335
- vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
336
-
337
- // getting blur x and y step factor
338
-
339
- float w = (1.0/textureWidth)*blur*maxblur+noise.x;
340
- float h = (1.0/textureHeight)*blur*maxblur+noise.y;
341
-
342
- // calculation of final color
343
-
344
- vec3 col = vec3(0.0);
345
-
346
- if(blur < 0.05) {
347
- //some optimization thingy
348
- col = texture2D(tColor, vUv.xy).rgb;
349
- } else {
350
- col = texture2D(tColor, vUv.xy).rgb;
351
- float s = 1.0;
352
- int ringsamples;
353
-
354
- for (int i = 1; i <= rings; i++) {
355
- /*unboxstart*/
356
- ringsamples = i * samples;
357
-
358
- for (int j = 0 ; j < maxringsamples ; j++) {
359
- if (j >= ringsamples) break;
360
- s += gather(float(i), float(j), ringsamples, col, w, h, blur);
361
- }
362
- /*unboxend*/
363
- }
364
-
365
- col /= s; //divide by sample count
366
- }
367
-
368
- if (showFocus) {
369
- col = debugFocus(col, blur, depth);
370
- }
371
-
372
- if (vignetting) {
373
- col *= vignette();
374
- }
375
-
376
- gl_FragColor.rgb = col;
377
- gl_FragColor.a = 1.0;
378
- }`
379
- };
380
- const BokehDepthShader = {
381
- uniforms: {
382
- 'mNear': {
383
- value: 1.0
384
- },
385
- 'mFar': {
386
- value: 1000.0
387
- }
388
- },
389
- vertexShader: /* glsl */`
390
-
391
- varying float vViewZDepth;
392
-
393
- void main() {
394
-
395
- #include <begin_vertex>
396
- #include <project_vertex>
397
-
398
- vViewZDepth = - mvPosition.z;
399
-
400
- }`,
401
- fragmentShader: /* glsl */`
402
-
403
- uniform float mNear;
404
- uniform float mFar;
405
-
406
- varying float vViewZDepth;
407
-
408
- void main() {
409
-
410
- float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
411
- gl_FragColor = vec4( vec3( color ), 1.0 );
412
-
413
- }`
414
- };
415
-
416
- THREE.BokehDepthShader = BokehDepthShader;
417
- THREE.BokehShader = BokehShader;
418
-
419
- } )();