@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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@@ -1,88 +0,0 @@
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- ( function () {
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-
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- /**
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- * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
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- *
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- * As mentioned in the video the Sobel operator expects a grayscale image as input.
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- *
8
- */
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-
10
- const SobelOperatorShader = {
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- uniforms: {
12
- 'tDiffuse': {
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- value: null
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- },
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- 'resolution': {
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- value: new THREE.Vector2()
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- }
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- },
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- vertexShader: /* glsl */`
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-
21
- varying vec2 vUv;
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-
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- void main() {
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-
25
- vUv = uv;
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-
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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-
29
- }`,
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- fragmentShader: /* glsl */`
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-
32
- uniform sampler2D tDiffuse;
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- uniform vec2 resolution;
34
- varying vec2 vUv;
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-
36
- void main() {
37
-
38
- vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );
39
-
40
- // kernel definition (in glsl matrices are filled in column-major order)
41
-
42
- const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
43
- const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 ); // y direction kernel
44
-
45
- // fetch the 3x3 neighbourhood of a fragment
46
-
47
- // first column
48
-
49
- float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;
50
- float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;
51
- float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;
52
-
53
- // second column
54
-
55
- float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;
56
- float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;
57
- float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;
58
-
59
- // third column
60
-
61
- float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;
62
- float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;
63
- float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;
64
-
65
- // gradient value in x direction
66
-
67
- float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 +
68
- Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 +
69
- Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2;
70
-
71
- // gradient value in y direction
72
-
73
- float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 +
74
- Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 +
75
- Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2;
76
-
77
- // magnitute of the total gradient
78
-
79
- float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );
80
-
81
- gl_FragColor = vec4( vec3( G ), 1 );
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-
83
- }`
84
- };
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-
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- THREE.SobelOperatorShader = SobelOperatorShader;
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-
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- } )();
@@ -1,49 +0,0 @@
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- ( function () {
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-
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- /**
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- * ------------------------------------------------------------------------------------------
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- * Subsurface Scattering shader
6
- * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
7
- * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
8
- *------------------------------------------------------------------------------------------
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- */
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-
11
- function replaceAll( string, find, replace ) {
12
-
13
- return string.split( find ).join( replace );
14
-
15
- }
16
-
17
- const meshphong_frag_head = THREE.ShaderChunk[ 'meshphong_frag' ].slice( 0, THREE.ShaderChunk[ 'meshphong_frag' ].indexOf( 'void main() {' ) );
18
- const meshphong_frag_body = THREE.ShaderChunk[ 'meshphong_frag' ].slice( THREE.ShaderChunk[ 'meshphong_frag' ].indexOf( 'void main() {' ) );
19
- const SubsurfaceScatteringShader = {
20
- uniforms: THREE.UniformsUtils.merge( [ THREE.ShaderLib[ 'phong' ].uniforms, {
21
- 'thicknessMap': {
22
- value: null
23
- },
24
- 'thicknessColor': {
25
- value: new THREE.Color( 0xffffff )
26
- },
27
- 'thicknessDistortion': {
28
- value: 0.1
29
- },
30
- 'thicknessAmbient': {
31
- value: 0.0
32
- },
33
- 'thicknessAttenuation': {
34
- value: 0.1
35
- },
36
- 'thicknessPower': {
37
- value: 2.0
38
- },
39
- 'thicknessScale': {
40
- value: 10.0
41
- }
42
- } ] ),
43
- vertexShader: [ '#define USE_UV', THREE.ShaderChunk[ 'meshphong_vert' ] ].join( '\n' ),
44
- fragmentShader: [ '#define USE_UV', '#define SUBSURFACE', meshphong_frag_head, 'uniform sampler2D thicknessMap;', 'uniform float thicknessPower;', 'uniform float thicknessScale;', 'uniform float thicknessDistortion;', 'uniform float thicknessAmbient;', 'uniform float thicknessAttenuation;', 'uniform vec3 thicknessColor;', 'void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {', ' vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;', ' vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));', ' float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;', ' vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;', ' reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;', '}', meshphong_frag_body.replace( '#include <lights_fragment_begin>', replaceAll( THREE.ShaderChunk[ 'lights_fragment_begin' ], 'RE_Direct( directLight, geometry, material, reflectedLight );', [ 'RE_Direct( directLight, geometry, material, reflectedLight );', '#if defined( SUBSURFACE ) && defined( USE_UV )', ' RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);', '#endif' ].join( '\n' ) ) ) ].join( '\n' )
45
- };
46
-
47
- THREE.SubsurfaceScatteringShader = SubsurfaceScatteringShader;
48
-
49
- } )();
@@ -1,43 +0,0 @@
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- ( function () {
2
-
3
- /**
4
- * Technicolor Shader
5
- * Simulates the look of the two-strip technicolor process popular in early 20th century films.
6
- * More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm
7
- * Demo here: http://charliehoey.com/technicolor_shader/shader_test.html
8
- */
9
-
10
- const TechnicolorShader = {
11
- uniforms: {
12
- 'tDiffuse': {
13
- value: null
14
- }
15
- },
16
- vertexShader: /* glsl */`
17
-
18
- varying vec2 vUv;
19
-
20
- void main() {
21
-
22
- vUv = uv;
23
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
24
-
25
- }`,
26
- fragmentShader: /* glsl */`
27
-
28
- uniform sampler2D tDiffuse;
29
- varying vec2 vUv;
30
-
31
- void main() {
32
-
33
- vec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );
34
- vec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);
35
-
36
- gl_FragColor = newTex;
37
-
38
- }`
39
- };
40
-
41
- THREE.TechnicolorShader = TechnicolorShader;
42
-
43
- } )();
@@ -1,84 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
5
- */
6
-
7
- const ToneMapShader = {
8
- uniforms: {
9
- 'tDiffuse': {
10
- value: null
11
- },
12
- 'averageLuminance': {
13
- value: 1.0
14
- },
15
- 'luminanceMap': {
16
- value: null
17
- },
18
- 'maxLuminance': {
19
- value: 16.0
20
- },
21
- 'minLuminance': {
22
- value: 0.01
23
- },
24
- 'middleGrey': {
25
- value: 0.6
26
- }
27
- },
28
- vertexShader: /* glsl */`
29
-
30
- varying vec2 vUv;
31
-
32
- void main() {
33
-
34
- vUv = uv;
35
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
36
-
37
- }`,
38
- fragmentShader: /* glsl */`
39
-
40
- #include <common>
41
-
42
- uniform sampler2D tDiffuse;
43
-
44
- varying vec2 vUv;
45
-
46
- uniform float middleGrey;
47
- uniform float minLuminance;
48
- uniform float maxLuminance;
49
- #ifdef ADAPTED_LUMINANCE
50
- uniform sampler2D luminanceMap;
51
- #else
52
- uniform float averageLuminance;
53
- #endif
54
-
55
- vec3 ToneMap( vec3 vColor ) {
56
- #ifdef ADAPTED_LUMINANCE
57
- // Get the calculated average luminance
58
- float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;
59
- #else
60
- float fLumAvg = averageLuminance;
61
- #endif
62
-
63
- // Calculate the luminance of the current pixel
64
- float fLumPixel = luminance( vColor );
65
-
66
- // Apply the modified operator (Eq. 4)
67
- float fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, fLumAvg );
68
-
69
- float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);
70
- return fLumCompressed * vColor;
71
- }
72
-
73
- void main() {
74
-
75
- vec4 texel = texture2D( tDiffuse, vUv );
76
-
77
- gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );
78
-
79
- }`
80
- };
81
-
82
- THREE.ToneMapShader = ToneMapShader;
83
-
84
- } )();
@@ -1,335 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Currently contains:
5
- *
6
- * toon1
7
- * toon2
8
- * hatching
9
- * dotted
10
- */
11
-
12
- const ToonShader1 = {
13
- uniforms: {
14
- 'uDirLightPos': {
15
- value: new THREE.Vector3()
16
- },
17
- 'uDirLightColor': {
18
- value: new THREE.Color( 0xeeeeee )
19
- },
20
- 'uAmbientLightColor': {
21
- value: new THREE.Color( 0x050505 )
22
- },
23
- 'uBaseColor': {
24
- value: new THREE.Color( 0xffffff )
25
- }
26
- },
27
- vertexShader: /* glsl */`
28
-
29
- varying vec3 vNormal;
30
- varying vec3 vRefract;
31
-
32
- void main() {
33
-
34
- vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
35
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
36
- vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );
37
-
38
- vNormal = normalize( normalMatrix * normal );
39
-
40
- vec3 I = worldPosition.xyz - cameraPosition;
41
- vRefract = refract( normalize( I ), worldNormal, 1.02 );
42
-
43
- gl_Position = projectionMatrix * mvPosition;
44
-
45
- }`,
46
- fragmentShader: /* glsl */`
47
-
48
- uniform vec3 uBaseColor;
49
-
50
- uniform vec3 uDirLightPos;
51
- uniform vec3 uDirLightColor;
52
-
53
- uniform vec3 uAmbientLightColor;
54
-
55
- varying vec3 vNormal;
56
-
57
- varying vec3 vRefract;
58
-
59
- void main() {
60
-
61
- float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
62
- vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
63
-
64
- float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );
65
- intensity += length(lightWeighting) * 0.2;
66
-
67
- float cameraWeighting = dot( normalize( vNormal ), vRefract );
68
- intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );
69
- intensity = intensity * 0.2 + 0.3;
70
-
71
- if ( intensity < 0.50 ) {
72
-
73
- gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );
74
-
75
- } else {
76
-
77
- gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );
78
-
79
- }
80
-
81
- }`
82
- };
83
- const ToonShader2 = {
84
- uniforms: {
85
- 'uDirLightPos': {
86
- value: new THREE.Vector3()
87
- },
88
- 'uDirLightColor': {
89
- value: new THREE.Color( 0xeeeeee )
90
- },
91
- 'uAmbientLightColor': {
92
- value: new THREE.Color( 0x050505 )
93
- },
94
- 'uBaseColor': {
95
- value: new THREE.Color( 0xeeeeee )
96
- },
97
- 'uLineColor1': {
98
- value: new THREE.Color( 0x808080 )
99
- },
100
- 'uLineColor2': {
101
- value: new THREE.Color( 0x000000 )
102
- },
103
- 'uLineColor3': {
104
- value: new THREE.Color( 0x000000 )
105
- },
106
- 'uLineColor4': {
107
- value: new THREE.Color( 0x000000 )
108
- }
109
- },
110
- vertexShader: /* glsl */`
111
-
112
- varying vec3 vNormal;
113
-
114
- void main() {
115
-
116
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
117
- vNormal = normalize( normalMatrix * normal );
118
-
119
- }`,
120
- fragmentShader: /* glsl */`
121
-
122
- uniform vec3 uBaseColor;
123
- uniform vec3 uLineColor1;
124
- uniform vec3 uLineColor2;
125
- uniform vec3 uLineColor3;
126
- uniform vec3 uLineColor4;
127
-
128
- uniform vec3 uDirLightPos;
129
- uniform vec3 uDirLightColor;
130
-
131
- uniform vec3 uAmbientLightColor;
132
-
133
- varying vec3 vNormal;
134
-
135
- void main() {
136
-
137
- float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);
138
- float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
139
-
140
- gl_FragColor = vec4( uBaseColor, 1.0 );
141
-
142
- if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {
143
-
144
- gl_FragColor *= vec4( uLineColor1, 1.0 );
145
-
146
- }
147
-
148
- if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {
149
-
150
- gl_FragColor *= vec4( uLineColor2, 1.0 );
151
-
152
- }
153
-
154
- }`
155
- };
156
- const ToonShaderHatching = {
157
- uniforms: {
158
- 'uDirLightPos': {
159
- value: new THREE.Vector3()
160
- },
161
- 'uDirLightColor': {
162
- value: new THREE.Color( 0xeeeeee )
163
- },
164
- 'uAmbientLightColor': {
165
- value: new THREE.Color( 0x050505 )
166
- },
167
- 'uBaseColor': {
168
- value: new THREE.Color( 0xffffff )
169
- },
170
- 'uLineColor1': {
171
- value: new THREE.Color( 0x000000 )
172
- },
173
- 'uLineColor2': {
174
- value: new THREE.Color( 0x000000 )
175
- },
176
- 'uLineColor3': {
177
- value: new THREE.Color( 0x000000 )
178
- },
179
- 'uLineColor4': {
180
- value: new THREE.Color( 0x000000 )
181
- }
182
- },
183
- vertexShader: /* glsl */`
184
-
185
- varying vec3 vNormal;
186
-
187
- void main() {
188
-
189
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
190
- vNormal = normalize( normalMatrix * normal );
191
-
192
- }`,
193
- fragmentShader: /* glsl */`
194
-
195
- uniform vec3 uBaseColor;
196
- uniform vec3 uLineColor1;
197
- uniform vec3 uLineColor2;
198
- uniform vec3 uLineColor3;
199
- uniform vec3 uLineColor4;
200
-
201
- uniform vec3 uDirLightPos;
202
- uniform vec3 uDirLightColor;
203
-
204
- uniform vec3 uAmbientLightColor;
205
-
206
- varying vec3 vNormal;
207
-
208
- void main() {
209
-
210
- float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
211
- vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
212
-
213
- gl_FragColor = vec4( uBaseColor, 1.0 );
214
-
215
- if ( length(lightWeighting) < 1.00 ) {
216
-
217
- if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
218
-
219
- gl_FragColor = vec4( uLineColor1, 1.0 );
220
-
221
- }
222
-
223
- }
224
-
225
- if ( length(lightWeighting) < 0.75 ) {
226
-
227
- if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
228
-
229
- gl_FragColor = vec4( uLineColor2, 1.0 );
230
-
231
- }
232
-
233
- }
234
-
235
- if ( length(lightWeighting) < 0.50 ) {
236
-
237
- if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
238
-
239
- gl_FragColor = vec4( uLineColor3, 1.0 );
240
-
241
- }
242
-
243
- }
244
-
245
- if ( length(lightWeighting) < 0.3465 ) {
246
-
247
- if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
248
-
249
- gl_FragColor = vec4( uLineColor4, 1.0 );
250
-
251
- }
252
-
253
- }
254
-
255
- }`
256
- };
257
- const ToonShaderDotted = {
258
- uniforms: {
259
- 'uDirLightPos': {
260
- value: new THREE.Vector3()
261
- },
262
- 'uDirLightColor': {
263
- value: new THREE.Color( 0xeeeeee )
264
- },
265
- 'uAmbientLightColor': {
266
- value: new THREE.Color( 0x050505 )
267
- },
268
- 'uBaseColor': {
269
- value: new THREE.Color( 0xffffff )
270
- },
271
- 'uLineColor1': {
272
- value: new THREE.Color( 0x000000 )
273
- }
274
- },
275
- vertexShader: /* glsl */`
276
-
277
- varying vec3 vNormal;
278
-
279
- void main() {
280
-
281
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
282
- vNormal = normalize( normalMatrix * normal );
283
-
284
- }`,
285
- fragmentShader: /* glsl */`
286
-
287
- uniform vec3 uBaseColor;
288
- uniform vec3 uLineColor1;
289
- uniform vec3 uLineColor2;
290
- uniform vec3 uLineColor3;
291
- uniform vec3 uLineColor4;
292
-
293
- uniform vec3 uDirLightPos;
294
- uniform vec3 uDirLightColor;
295
-
296
- uniform vec3 uAmbientLightColor;
297
-
298
- varying vec3 vNormal;
299
-
300
- void main() {
301
-
302
- float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
303
- vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
304
-
305
- gl_FragColor = vec4( uBaseColor, 1.0 );
306
-
307
- if ( length(lightWeighting) < 1.00 ) {
308
-
309
- if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {
310
-
311
- gl_FragColor = vec4( uLineColor1, 1.0 );
312
-
313
- }
314
-
315
- }
316
-
317
- if ( length(lightWeighting) < 0.50 ) {
318
-
319
- if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {
320
-
321
- gl_FragColor = vec4( uLineColor1, 1.0 );
322
-
323
- }
324
-
325
- }
326
-
327
- }`
328
- };
329
-
330
- THREE.ToonShader1 = ToonShader1;
331
- THREE.ToonShader2 = ToonShader2;
332
- THREE.ToonShaderDotted = ToonShaderDotted;
333
- THREE.ToonShaderHatching = ToonShaderHatching;
334
-
335
- } )();
@@ -1,70 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Triangle blur shader
5
- * based on glfx.js triangle blur shader
6
- * https://github.com/evanw/glfx.js
7
- *
8
- * A basic blur filter, which convolves the image with a
9
- * pyramid filter. The pyramid filter is separable and is applied as two
10
- * perpendicular triangle filters.
11
- */
12
-
13
- const TriangleBlurShader = {
14
- uniforms: {
15
- 'texture': {
16
- value: null
17
- },
18
- 'delta': {
19
- value: new THREE.Vector2( 1, 1 )
20
- }
21
- },
22
- vertexShader: /* glsl */`
23
-
24
- varying vec2 vUv;
25
-
26
- void main() {
27
-
28
- vUv = uv;
29
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
30
-
31
- }`,
32
- fragmentShader: /* glsl */`
33
-
34
- #include <common>
35
-
36
- #define ITERATIONS 10.0
37
-
38
- uniform sampler2D texture;
39
- uniform vec2 delta;
40
-
41
- varying vec2 vUv;
42
-
43
- void main() {
44
-
45
- vec4 color = vec4( 0.0 );
46
-
47
- float total = 0.0;
48
-
49
- // randomize the lookup values to hide the fixed number of samples
50
-
51
- float offset = rand( vUv );
52
-
53
- for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
54
-
55
- float percent = ( t + offset - 0.5 ) / ITERATIONS;
56
- float weight = 1.0 - abs( percent );
57
-
58
- color += texture2D( texture, vUv + delta * percent ) * weight;
59
- total += weight;
60
-
61
- }
62
-
63
- gl_FragColor = color / total;
64
-
65
- }`
66
- };
67
-
68
- THREE.TriangleBlurShader = TriangleBlurShader;
69
-
70
- } )();
@@ -1,47 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Unpack RGBA depth shader
5
- * - show RGBA encoded depth as monochrome color
6
- */
7
-
8
- const UnpackDepthRGBAShader = {
9
- uniforms: {
10
- 'tDiffuse': {
11
- value: null
12
- },
13
- 'opacity': {
14
- value: 1.0
15
- }
16
- },
17
- vertexShader: /* glsl */`
18
-
19
- varying vec2 vUv;
20
-
21
- void main() {
22
-
23
- vUv = uv;
24
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
25
-
26
- }`,
27
- fragmentShader: /* glsl */`
28
-
29
- uniform float opacity;
30
-
31
- uniform sampler2D tDiffuse;
32
-
33
- varying vec2 vUv;
34
-
35
- #include <packing>
36
-
37
- void main() {
38
-
39
- float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );
40
- gl_FragColor = vec4( vec3( depth ), opacity );
41
-
42
- }`
43
- };
44
-
45
- THREE.UnpackDepthRGBAShader = UnpackDepthRGBAShader;
46
-
47
- } )();