@needle-tools/three 0.146.9 → 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 +25 -46
  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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  649. package/examples/js/misc/GPUComputationRenderer.js +0 -393
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  654. package/examples/js/misc/MorphBlendMesh.js +0 -265
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  675. package/examples/js/physics/AmmoPhysics.js +0 -259
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  711. package/examples/js/shaders/BlendShader.js +0 -54
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  718. package/examples/js/shaders/CopyShader.js +0 -45
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  721. package/examples/js/shaders/DigitalGlitch.js +0 -127
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  726. package/examples/js/shaders/FreiChenShader.js +0 -93
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  728. package/examples/js/shaders/GodRaysShader.js +0 -284
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  731. package/examples/js/shaders/HorizontalTiltShiftShader.js +0 -65
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  733. package/examples/js/shaders/KaleidoShader.js +0 -60
  734. package/examples/js/shaders/LuminosityHighPassShader.js +0 -67
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  736. package/examples/js/shaders/MMDToonShader.js +0 -96
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  738. package/examples/js/shaders/NormalMapShader.js +0 -55
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  746. package/examples/js/shaders/SubsurfaceScatteringShader.js +0 -49
  747. package/examples/js/shaders/TechnicolorShader.js +0 -43
  748. package/examples/js/shaders/ToneMapShader.js +0 -84
  749. package/examples/js/shaders/ToonShader.js +0 -335
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  752. package/examples/js/shaders/VelocityShader.js +0 -126
  753. package/examples/js/shaders/VerticalBlurShader.js +0 -59
  754. package/examples/js/shaders/VerticalTiltShiftShader.js +0 -65
  755. package/examples/js/shaders/VignetteShader.js +0 -53
  756. package/examples/js/shaders/VolumeShader.js +0 -296
  757. package/examples/js/shaders/WaterRefractionShader.js +0 -84
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  764. package/examples/js/utils/LDrawUtils.js +0 -179
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  766. package/examples/js/utils/SceneUtils.js +0 -214
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  769. package/examples/js/utils/UVsDebug.js +0 -143
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  784. package/examples/jsm/node-editor/accessors/NormalEditor.js +0 -30
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  786. package/examples/jsm/node-editor/accessors/UVEditor.js +0 -25
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@@ -1,7 +1,7 @@
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  export default /* glsl */`
2
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  #ifdef USE_ALPHAMAP
3
3
 
4
- diffuseColor.a *= texture2D( alphaMap, vUv ).g;
4
+ diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;
5
5
 
6
6
  #endif
7
7
  `;
@@ -2,7 +2,7 @@ export default /* glsl */`
2
2
  #ifdef USE_AOMAP
3
3
 
4
4
  // reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
5
- float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;
5
+ float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;
6
6
 
7
7
  reflectedLight.indirectDiffuse *= ambientOcclusion;
8
8
 
@@ -1,236 +1,5 @@
1
1
  export default /* glsl */`
2
2
 
3
- vec3 BRDF_Lambert( const in vec3 diffuseColor ) {
4
-
5
- return RECIPROCAL_PI * diffuseColor;
6
-
7
- } // validated
8
-
9
- vec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {
10
-
11
- // Original approximation by Christophe Schlick '94
12
- // float fresnel = pow( 1.0 - dotVH, 5.0 );
13
-
14
- // Optimized variant (presented by Epic at SIGGRAPH '13)
15
- // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
16
- float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
17
-
18
- return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
19
-
20
- } // validated
21
-
22
- float F_Schlick( const in float f0, const in float f90, const in float dotVH ) {
23
-
24
- // Original approximation by Christophe Schlick '94
25
- // float fresnel = pow( 1.0 - dotVH, 5.0 );
26
-
27
- // Optimized variant (presented by Epic at SIGGRAPH '13)
28
- // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
29
- float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
30
-
31
- return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
32
-
33
- } // validated
34
-
35
- vec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {
36
- float x = clamp( 1.0 - dotVH, 0.0, 1.0 );
37
- float x2 = x * x;
38
- float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );
39
-
40
- return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );
41
- }
42
-
43
- // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
44
- // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
45
- float V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
46
-
47
- float a2 = pow2( alpha );
48
-
49
- float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
50
- float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
51
-
52
- return 0.5 / max( gv + gl, EPSILON );
53
-
54
- }
55
-
56
- // Microfacet Models for Refraction through Rough Surfaces - equation (33)
57
- // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
58
- // alpha is "roughness squared" in Disney’s reparameterization
59
- float D_GGX( const in float alpha, const in float dotNH ) {
60
-
61
- float a2 = pow2( alpha );
62
-
63
- float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1
64
-
65
- return RECIPROCAL_PI * a2 / pow2( denom );
66
-
67
- }
68
-
69
- // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
70
- vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {
71
-
72
- float alpha = pow2( roughness ); // UE4's roughness
73
-
74
- vec3 halfDir = normalize( lightDir + viewDir );
75
-
76
- float dotNL = saturate( dot( normal, lightDir ) );
77
- float dotNV = saturate( dot( normal, viewDir ) );
78
- float dotNH = saturate( dot( normal, halfDir ) );
79
- float dotVH = saturate( dot( viewDir, halfDir ) );
80
-
81
- vec3 F = F_Schlick( f0, f90, dotVH );
82
-
83
- float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
84
-
85
- float D = D_GGX( alpha, dotNH );
86
-
87
- return F * ( V * D );
88
-
89
- }
90
-
91
- #ifdef USE_IRIDESCENCE
92
-
93
- vec3 BRDF_GGX_Iridescence( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float iridescence, const in vec3 iridescenceFresnel, const in float roughness ) {
94
-
95
- float alpha = pow2( roughness ); // UE4's roughness
96
-
97
- vec3 halfDir = normalize( lightDir + viewDir );
98
-
99
- float dotNL = saturate( dot( normal, lightDir ) );
100
- float dotNV = saturate( dot( normal, viewDir ) );
101
- float dotNH = saturate( dot( normal, halfDir ) );
102
- float dotVH = saturate( dot( viewDir, halfDir ) );
103
-
104
- vec3 F = mix( F_Schlick( f0, f90, dotVH ), iridescenceFresnel, iridescence );
105
-
106
- float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
107
-
108
- float D = D_GGX( alpha, dotNH );
109
-
110
- return F * ( V * D );
111
-
112
- }
113
-
114
- #endif
115
-
116
- // Rect Area Light
117
-
118
- // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
119
- // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
120
- // code: https://github.com/selfshadow/ltc_code/
121
-
122
- vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
123
-
124
- const float LUT_SIZE = 64.0;
125
- const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
126
- const float LUT_BIAS = 0.5 / LUT_SIZE;
127
-
128
- float dotNV = saturate( dot( N, V ) );
129
-
130
- // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
131
- vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
132
-
133
- uv = uv * LUT_SCALE + LUT_BIAS;
134
-
135
- return uv;
136
-
137
- }
138
-
139
- float LTC_ClippedSphereFormFactor( const in vec3 f ) {
140
-
141
- // Real-Time Area Lighting: a Journey from Research to Production (p.102)
142
- // An approximation of the form factor of a horizon-clipped rectangle.
143
-
144
- float l = length( f );
145
-
146
- return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
147
-
148
- }
149
-
150
- vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
151
-
152
- float x = dot( v1, v2 );
153
-
154
- float y = abs( x );
155
-
156
- // rational polynomial approximation to theta / sin( theta ) / 2PI
157
- float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
158
- float b = 3.4175940 + ( 4.1616724 + y ) * y;
159
- float v = a / b;
160
-
161
- float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
162
-
163
- return cross( v1, v2 ) * theta_sintheta;
164
-
165
- }
166
-
167
- vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
168
-
169
- // bail if point is on back side of plane of light
170
- // assumes ccw winding order of light vertices
171
- vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
172
- vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
173
- vec3 lightNormal = cross( v1, v2 );
174
-
175
- if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
176
-
177
- // construct orthonormal basis around N
178
- vec3 T1, T2;
179
- T1 = normalize( V - N * dot( V, N ) );
180
- T2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system
181
-
182
- // compute transform
183
- mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
184
-
185
- // transform rect
186
- vec3 coords[ 4 ];
187
- coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
188
- coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
189
- coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
190
- coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
191
-
192
- // project rect onto sphere
193
- coords[ 0 ] = normalize( coords[ 0 ] );
194
- coords[ 1 ] = normalize( coords[ 1 ] );
195
- coords[ 2 ] = normalize( coords[ 2 ] );
196
- coords[ 3 ] = normalize( coords[ 3 ] );
197
-
198
- // calculate vector form factor
199
- vec3 vectorFormFactor = vec3( 0.0 );
200
- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
201
- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
202
- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
203
- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
204
-
205
- // adjust for horizon clipping
206
- float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
207
-
208
- /*
209
- // alternate method of adjusting for horizon clipping (see referece)
210
- // refactoring required
211
- float len = length( vectorFormFactor );
212
- float z = vectorFormFactor.z / len;
213
-
214
- const float LUT_SIZE = 64.0;
215
- const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
216
- const float LUT_BIAS = 0.5 / LUT_SIZE;
217
-
218
- // tabulated horizon-clipped sphere, apparently...
219
- vec2 uv = vec2( z * 0.5 + 0.5, len );
220
- uv = uv * LUT_SCALE + LUT_BIAS;
221
-
222
- float scale = texture2D( ltc_2, uv ).w;
223
-
224
- float result = len * scale;
225
- */
226
-
227
- return vec3( result );
228
-
229
- }
230
-
231
- // End Rect Area Light
232
-
233
-
234
3
  float G_BlinnPhong_Implicit( /* const in float dotNL, const in float dotNV */ ) {
235
4
 
236
5
  // geometry term is (n dot l)(n dot v) / 4(n dot l)(n dot v)
@@ -261,44 +30,4 @@ vec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in ve
261
30
 
262
31
  } // validated
263
32
 
264
- #if defined( USE_SHEEN )
265
-
266
- // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
267
- float D_Charlie( float roughness, float dotNH ) {
268
-
269
- float alpha = pow2( roughness );
270
-
271
- // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
272
- float invAlpha = 1.0 / alpha;
273
- float cos2h = dotNH * dotNH;
274
- float sin2h = max( 1.0 - cos2h, 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
275
-
276
- return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
277
-
278
- }
279
-
280
- // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
281
- float V_Neubelt( float dotNV, float dotNL ) {
282
-
283
- // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
284
- return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );
285
-
286
- }
287
-
288
- vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {
289
-
290
- vec3 halfDir = normalize( lightDir + viewDir );
291
-
292
- float dotNL = saturate( dot( normal, lightDir ) );
293
- float dotNV = saturate( dot( normal, viewDir ) );
294
- float dotNH = saturate( dot( normal, halfDir ) );
295
-
296
- float D = D_Charlie( sheenRoughness, dotNH );
297
- float V = V_Neubelt( dotNV, dotNL );
298
-
299
- return sheenColor * ( D * V );
300
-
301
- }
302
-
303
- #endif
304
33
  `;
@@ -11,12 +11,12 @@ export default /* glsl */`
11
11
 
12
12
  vec2 dHdxy_fwd() {
13
13
 
14
- vec2 dSTdx = dFdx( vUv );
15
- vec2 dSTdy = dFdy( vUv );
14
+ vec2 dSTdx = dFdx( vBumpMapUv );
15
+ vec2 dSTdy = dFdy( vBumpMapUv );
16
16
 
17
- float Hll = bumpScale * texture2D( bumpMap, vUv ).x;
18
- float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;
19
- float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;
17
+ float Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;
18
+ float dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;
19
+ float dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;
20
20
 
21
21
  return vec2( dBx, dBy );
22
22
 
@@ -1,18 +1,10 @@
1
1
  export default /* glsl */`
2
2
  #ifdef USE_CLEARCOAT_NORMALMAP
3
3
 
4
- vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;
4
+ vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;
5
5
  clearcoatMapN.xy *= clearcoatNormalScale;
6
6
 
7
- #ifdef USE_TANGENT
8
-
9
- clearcoatNormal = normalize( vTBN * clearcoatMapN );
10
-
11
- #else
12
-
13
- clearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );
14
-
15
- #endif
7
+ clearcoatNormal = normalize( tbn2 * clearcoatMapN );
16
8
 
17
9
  #endif
18
10
  `;
@@ -6,16 +6,16 @@ export default /* glsl */`
6
6
 
7
7
  #endif
8
8
 
9
- #ifdef USE_CLEARCOAT_ROUGHNESSMAP
9
+ #ifdef USE_CLEARCOAT_NORMALMAP
10
10
 
11
- uniform sampler2D clearcoatRoughnessMap;
11
+ uniform sampler2D clearcoatNormalMap;
12
+ uniform vec2 clearcoatNormalScale;
12
13
 
13
14
  #endif
14
15
 
15
- #ifdef USE_CLEARCOAT_NORMALMAP
16
+ #ifdef USE_CLEARCOAT_ROUGHNESSMAP
16
17
 
17
- uniform sampler2D clearcoatNormalMap;
18
- uniform vec2 clearcoatNormalScale;
18
+ uniform sampler2D clearcoatRoughnessMap;
19
19
 
20
20
  #endif
21
21
  `;
@@ -115,4 +115,36 @@ vec2 equirectUv( in vec3 dir ) {
115
115
  return vec2( u, v );
116
116
 
117
117
  }
118
+
119
+ vec3 BRDF_Lambert( const in vec3 diffuseColor ) {
120
+
121
+ return RECIPROCAL_PI * diffuseColor;
122
+
123
+ } // validated
124
+
125
+ vec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {
126
+
127
+ // Original approximation by Christophe Schlick '94
128
+ // float fresnel = pow( 1.0 - dotVH, 5.0 );
129
+
130
+ // Optimized variant (presented by Epic at SIGGRAPH '13)
131
+ // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
132
+ float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
133
+
134
+ return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
135
+
136
+ } // validated
137
+
138
+ float F_Schlick( const in float f0, const in float f90, const in float dotVH ) {
139
+
140
+ // Original approximation by Christophe Schlick '94
141
+ // float fresnel = pow( 1.0 - dotVH, 5.0 );
142
+
143
+ // Optimized variant (presented by Epic at SIGGRAPH '13)
144
+ // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
145
+ float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
146
+
147
+ return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
148
+
149
+ } // validated
118
150
  `;
@@ -85,7 +85,7 @@ export default /* glsl */`
85
85
 
86
86
  float faceSize = exp2( mipInt );
87
87
 
88
- vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;
88
+ highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0; // #25071
89
89
 
90
90
  if ( face > 2.0 ) {
91
91
 
@@ -1,7 +1,7 @@
1
1
  export default /* glsl */`
2
2
  #ifdef USE_DISPLACEMENTMAP
3
3
 
4
- transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );
4
+ transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );
5
5
 
6
6
  #endif
7
7
  `;
@@ -1,7 +1,7 @@
1
1
  export default /* glsl */`
2
2
  #ifdef USE_EMISSIVEMAP
3
3
 
4
- vec4 emissiveColor = texture2D( emissiveMap, vUv );
4
+ vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );
5
5
 
6
6
  totalEmissiveRadiance *= emissiveColor.rgb;
7
7
 
@@ -1,9 +1,9 @@
1
1
  export default /* glsl */`
2
- #if defined( USE_ENVMAP )
2
+ #ifdef USE_ENVMAP
3
3
 
4
4
  vec3 getIBLIrradiance( const in vec3 normal ) {
5
5
 
6
- #if defined( ENVMAP_TYPE_CUBE_UV )
6
+ #ifdef ENVMAP_TYPE_CUBE_UV
7
7
 
8
8
  vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
9
9
 
@@ -21,7 +21,7 @@ export default /* glsl */`
21
21
 
22
22
  vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {
23
23
 
24
- #if defined( ENVMAP_TYPE_CUBE_UV )
24
+ #ifdef ENVMAP_TYPE_CUBE_UV
25
25
 
26
26
  vec3 reflectVec = reflect( - viewDir, normal );
27
27
 
@@ -42,5 +42,28 @@ export default /* glsl */`
42
42
 
43
43
  }
44
44
 
45
+ #ifdef USE_ANISOTROPY
46
+
47
+ vec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {
48
+
49
+ #ifdef ENVMAP_TYPE_CUBE_UV
50
+
51
+ // https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/anisotropy
52
+ vec3 bentNormal = cross( bitangent, viewDir );
53
+ bentNormal = normalize( cross( bentNormal, bitangent ) );
54
+ bentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );
55
+
56
+ return getIBLRadiance( viewDir, bentNormal, roughness );
57
+
58
+ #else
59
+
60
+ return vec3( 0.0 );
61
+
62
+ #endif
63
+
64
+ }
65
+
66
+ #endif
67
+
45
68
  #endif
46
69
  `;
@@ -1,7 +1,7 @@
1
1
  export default /* glsl */`
2
2
  #ifdef USE_LIGHTMAP
3
3
 
4
- vec4 lightMapTexel = texture2D( lightMap, vUv2 );
4
+ vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
5
5
  vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
6
6
 
7
7
  reflectedLight.indirectDiffuse += lightMapIrradiance;
@@ -68,7 +68,7 @@ IncidentLight directLight;
68
68
 
69
69
  #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
70
70
  pointLightShadow = pointLightShadows[ i ];
71
- directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
71
+ directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
72
72
  #endif
73
73
 
74
74
  RE_Direct( directLight, geometry, material, reflectedLight );
@@ -116,7 +116,7 @@ IncidentLight directLight;
116
116
 
117
117
  #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
118
118
  spotLightShadow = spotLightShadows[ i ];
119
- directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
119
+ directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
120
120
  #endif
121
121
 
122
122
  RE_Direct( directLight, geometry, material, reflectedLight );
@@ -142,7 +142,7 @@ IncidentLight directLight;
142
142
 
143
143
  #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
144
144
  directionalLightShadow = directionalLightShadows[ i ];
145
- directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
145
+ directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
146
146
  #endif
147
147
 
148
148
  RE_Direct( directLight, geometry, material, reflectedLight );
@@ -3,7 +3,7 @@ export default /* glsl */`
3
3
 
4
4
  #ifdef USE_LIGHTMAP
5
5
 
6
- vec4 lightMapTexel = texture2D( lightMap, vUv2 );
6
+ vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
7
7
  vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
8
8
 
9
9
  irradiance += lightMapIrradiance;
@@ -20,7 +20,15 @@ export default /* glsl */`
20
20
 
21
21
  #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
22
22
 
23
- radiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );
23
+ #ifdef USE_ANISOTROPY
24
+
25
+ radiance += getIBLAnisotropyRadiance( geometry.viewDir, geometry.normal, material.roughness, material.anisotropyB, material.anisotropy );
26
+
27
+ #else
28
+
29
+ radiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );
30
+
31
+ #endif
24
32
 
25
33
  #ifdef USE_CLEARCOAT
26
34
 
@@ -50,7 +50,17 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
50
50
 
51
51
  float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
52
52
 
53
- #if defined ( PHYSICALLY_CORRECT_LIGHTS )
53
+ #if defined ( LEGACY_LIGHTS )
54
+
55
+ if ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {
56
+
57
+ return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );
58
+
59
+ }
60
+
61
+ return 1.0;
62
+
63
+ #else
54
64
 
55
65
  // based upon Frostbite 3 Moving to Physically-based Rendering
56
66
  // page 32, equation 26: E[window1]
@@ -65,16 +75,6 @@ float getDistanceAttenuation( const in float lightDistance, const in float cutof
65
75
 
66
76
  return distanceFalloff;
67
77
 
68
- #else
69
-
70
- if ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {
71
-
72
- return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );
73
-
74
- }
75
-
76
- return 1.0;
77
-
78
78
  #endif
79
79
 
80
80
  }