@needle-tools/three 0.154.2 → 0.160.2

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 (957) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -84
  3. package/build/three.cjs +53679 -51654
  4. package/build/three.module.js +53263 -51253
  5. package/build/three.module.min.js +6 -6
  6. package/examples/fonts/LICENSE +13 -13
  7. package/examples/fonts/README.md +11 -11
  8. package/examples/fonts/droid/NOTICE +190 -190
  9. package/examples/fonts/droid/README.txt +18 -18
  10. package/examples/fonts/ttf/README.md +9 -9
  11. package/examples/jsm/Addons.js +294 -0
  12. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  13. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  14. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  15. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  16. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  17. package/examples/jsm/capabilities/WebGL.js +108 -91
  18. package/examples/jsm/capabilities/WebGPU.js +57 -53
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +221 -220
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -300
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1521 -1279
  25. package/examples/jsm/controls/PointerLockControls.js +162 -162
  26. package/examples/jsm/controls/TrackballControls.js +828 -828
  27. package/examples/jsm/controls/TransformControls.js +1573 -1557
  28. package/examples/jsm/csm/CSM.js +384 -384
  29. package/examples/jsm/csm/CSMFrustum.js +152 -152
  30. package/examples/jsm/csm/CSMHelper.js +193 -193
  31. package/examples/jsm/csm/CSMShader.js +295 -252
  32. package/examples/jsm/curves/CurveExtras.js +422 -422
  33. package/examples/jsm/curves/NURBSCurve.js +80 -80
  34. package/examples/jsm/curves/NURBSSurface.js +52 -52
  35. package/examples/jsm/curves/NURBSUtils.js +487 -487
  36. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  37. package/examples/jsm/effects/AsciiEffect.js +263 -263
  38. package/examples/jsm/effects/OutlineEffect.js +539 -539
  39. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  40. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  41. package/examples/jsm/effects/StereoEffect.js +55 -55
  42. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  43. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  44. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  45. package/examples/jsm/exporters/EXRExporter.js +579 -501
  46. package/examples/jsm/exporters/GLTFExporter.js +3311 -3163
  47. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  48. package/examples/jsm/exporters/MMDExporter.js +217 -217
  49. package/examples/jsm/exporters/OBJExporter.js +284 -284
  50. package/examples/jsm/exporters/PLYExporter.js +528 -528
  51. package/examples/jsm/exporters/STLExporter.js +199 -199
  52. package/examples/jsm/exporters/USDZExporter.js +720 -710
  53. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  54. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  55. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  56. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -0
  57. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  58. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  59. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  60. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -0
  61. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  62. package/examples/jsm/geometries/TextGeometry.js +57 -57
  63. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  64. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  65. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  66. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  67. package/examples/jsm/helpers/TextureHelper.js +237 -0
  68. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  69. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  70. package/examples/jsm/helpers/ViewHelper.js +333 -333
  71. package/examples/jsm/interactive/HTMLMesh.js +572 -565
  72. package/examples/jsm/interactive/InteractiveGroup.js +116 -116
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -97
  75. package/examples/jsm/libs/ammo.wasm.js +822 -822
  76. package/examples/jsm/libs/basis/README.md +46 -46
  77. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  78. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  79. package/examples/jsm/libs/draco/README.md +32 -32
  80. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  81. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  82. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  83. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  84. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  86. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  87. package/examples/jsm/libs/fflate.module.js +2474 -2474
  88. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  89. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  90. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14844
  91. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  92. package/examples/jsm/libs/mikktspace.module.js +128 -128
  93. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  94. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  95. package/examples/jsm/libs/opentype.module.js +14506 -14568
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +8743 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8748 -15
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  100. package/examples/jsm/libs/stats.module.js +167 -167
  101. package/examples/jsm/libs/surfaceNet.js +201 -0
  102. package/examples/jsm/libs/tween.module.js +858 -803
  103. package/examples/jsm/libs/utif.module.js +1664 -1578
  104. package/examples/jsm/libs/zstddec.module.js +1 -1
  105. package/examples/jsm/lights/IESSpotLight.js +25 -25
  106. package/examples/jsm/lights/LightProbeGenerator.js +286 -252
  107. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  108. package/examples/jsm/lines/Line2.js +19 -19
  109. package/examples/jsm/lines/LineGeometry.js +79 -79
  110. package/examples/jsm/lines/LineMaterial.js +619 -702
  111. package/examples/jsm/lines/LineSegments2.js +361 -361
  112. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  113. package/examples/jsm/lines/Wireframe.js +56 -56
  114. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  115. package/examples/jsm/loaders/3DMLoader.js +1772 -1497
  116. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  117. package/examples/jsm/loaders/AMFLoader.js +521 -521
  118. package/examples/jsm/loaders/BVHLoader.js +437 -437
  119. package/examples/jsm/loaders/ColladaLoader.js +4116 -4122
  120. package/examples/jsm/loaders/DDSLoader.js +318 -274
  121. package/examples/jsm/loaders/DRACOLoader.js +613 -612
  122. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  123. package/examples/jsm/loaders/FBXLoader.js +4314 -4142
  124. package/examples/jsm/loaders/FontLoader.js +183 -183
  125. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  126. package/examples/jsm/loaders/GLTFLoader.js +4666 -4579
  127. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +719 -683
  128. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  129. package/examples/jsm/loaders/IESLoader.js +337 -337
  130. package/examples/jsm/loaders/KMZLoader.js +130 -130
  131. package/examples/jsm/loaders/KTX2Loader.js +932 -868
  132. package/examples/jsm/loaders/KTXLoader.js +176 -176
  133. package/examples/jsm/loaders/LDrawLoader.js +2470 -2464
  134. package/examples/jsm/loaders/LUT3dlLoader.js +183 -151
  135. package/examples/jsm/loaders/LUTCubeLoader.js +167 -153
  136. package/examples/jsm/loaders/LUTImageLoader.js +163 -0
  137. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  138. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  139. package/examples/jsm/loaders/LottieLoader.js +77 -77
  140. package/examples/jsm/loaders/MD2Loader.js +399 -399
  141. package/examples/jsm/loaders/MDDLoader.js +102 -102
  142. package/examples/jsm/loaders/MMDLoader.js +2276 -2273
  143. package/examples/jsm/loaders/MTLLoader.js +567 -567
  144. package/examples/jsm/loaders/MaterialXLoader.js +852 -734
  145. package/examples/jsm/loaders/NRRDLoader.js +686 -699
  146. package/examples/jsm/loaders/OBJLoader.js +905 -905
  147. package/examples/jsm/loaders/PCDLoader.js +467 -467
  148. package/examples/jsm/loaders/PDBLoader.js +232 -232
  149. package/examples/jsm/loaders/PLYLoader.js +771 -771
  150. package/examples/jsm/loaders/PVRLoader.js +251 -251
  151. package/examples/jsm/loaders/RGBELoader.js +450 -468
  152. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  153. package/examples/jsm/loaders/STLLoader.js +410 -403
  154. package/examples/jsm/loaders/SVGLoader.js +3173 -3172
  155. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  156. package/examples/jsm/loaders/TGALoader.js +517 -517
  157. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  158. package/examples/jsm/loaders/TTFLoader.js +214 -214
  159. package/examples/jsm/loaders/TiltLoader.js +520 -520
  160. package/examples/jsm/loaders/USDZLoader.js +822 -633
  161. package/examples/jsm/loaders/VOXLoader.js +311 -311
  162. package/examples/jsm/loaders/VRMLLoader.js +3533 -3533
  163. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  164. package/examples/jsm/loaders/XYZLoader.js +106 -106
  165. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1218
  166. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  167. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  168. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -420
  169. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -0
  170. package/examples/jsm/math/Capsule.js +82 -137
  171. package/examples/jsm/math/ColorConverter.js +36 -36
  172. package/examples/jsm/math/ConvexHull.js +1271 -1271
  173. package/examples/jsm/math/ImprovedNoise.js +71 -71
  174. package/examples/jsm/math/Lut.js +204 -204
  175. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  176. package/examples/jsm/math/OBB.js +423 -423
  177. package/examples/jsm/math/Octree.js +540 -462
  178. package/examples/jsm/math/SimplexNoise.js +444 -444
  179. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  180. package/examples/jsm/misc/GPUComputationRenderer.js +446 -455
  181. package/examples/jsm/misc/Gyroscope.js +66 -66
  182. package/examples/jsm/misc/MD2Character.js +276 -276
  183. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  184. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  185. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  186. package/examples/jsm/misc/ProgressiveLightMap.js +323 -323
  187. package/examples/jsm/misc/RollerCoaster.js +566 -566
  188. package/examples/jsm/misc/Timer.js +119 -0
  189. package/examples/jsm/misc/TubePainter.js +202 -205
  190. package/examples/jsm/misc/Volume.js +473 -475
  191. package/examples/jsm/misc/VolumeSlice.js +229 -229
  192. package/examples/jsm/modifiers/CurveModifier.js +344 -326
  193. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  194. package/examples/jsm/modifiers/SimplifyModifier.js +617 -525
  195. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  196. package/examples/jsm/nodes/Nodes.js +189 -172
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -99
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +120 -98
  201. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -101
  202. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  203. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -0
  204. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -277
  205. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +51 -39
  206. package/examples/jsm/nodes/accessors/ModelNode.js +33 -34
  207. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -29
  208. package/examples/jsm/nodes/accessors/MorphNode.js +245 -70
  209. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  210. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  211. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  212. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  213. package/examples/jsm/nodes/accessors/ReferenceNode.js +102 -72
  214. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  215. package/examples/jsm/nodes/accessors/SceneNode.js +52 -46
  216. package/examples/jsm/nodes/accessors/SkinningNode.js +103 -93
  217. package/examples/jsm/nodes/accessors/StorageBufferNode.js +54 -27
  218. package/examples/jsm/nodes/accessors/TangentNode.js +103 -103
  219. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  220. package/examples/jsm/nodes/accessors/TextureNode.js +367 -230
  221. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  222. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -0
  223. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  224. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  225. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -0
  226. package/examples/jsm/nodes/code/CodeNode.js +78 -78
  227. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  228. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  229. package/examples/jsm/nodes/code/FunctionNode.js +138 -127
  230. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  231. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  232. package/examples/jsm/nodes/core/ArrayUniformNode.js +26 -26
  233. package/examples/jsm/nodes/core/AssignNode.js +72 -0
  234. package/examples/jsm/nodes/core/AttributeNode.js +108 -102
  235. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  236. package/examples/jsm/nodes/core/CacheNode.js +49 -46
  237. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  238. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  239. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  240. package/examples/jsm/nodes/core/InputNode.js +83 -83
  241. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  242. package/examples/jsm/nodes/core/Node.js +483 -445
  243. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  244. package/examples/jsm/nodes/core/NodeBuilder.js +1267 -1016
  245. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  246. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  247. package/examples/jsm/nodes/core/NodeFrame.js +135 -110
  248. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  249. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  250. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  251. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  252. package/examples/jsm/nodes/core/NodeUniform.js +40 -28
  253. package/examples/jsm/nodes/core/NodeUtils.js +210 -212
  254. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  255. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  256. package/examples/jsm/nodes/core/OutputStructNode.js +62 -0
  257. package/examples/jsm/nodes/core/ParameterNode.js +33 -0
  258. package/examples/jsm/nodes/core/PropertyNode.js +72 -57
  259. package/examples/jsm/nodes/core/StackNode.js +89 -99
  260. package/examples/jsm/nodes/core/StructTypeNode.js +24 -0
  261. package/examples/jsm/nodes/core/TempNode.js +58 -58
  262. package/examples/jsm/nodes/core/UniformGroup.js +13 -0
  263. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -0
  264. package/examples/jsm/nodes/core/UniformNode.js +80 -61
  265. package/examples/jsm/nodes/core/VarNode.js +60 -87
  266. package/examples/jsm/nodes/core/VaryingNode.js +65 -69
  267. package/examples/jsm/nodes/core/constants.js +27 -27
  268. package/examples/jsm/nodes/display/AfterImageNode.js +134 -0
  269. package/examples/jsm/nodes/display/BlendModeNode.js +99 -99
  270. package/examples/jsm/nodes/display/BumpMapNode.js +99 -0
  271. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +96 -100
  272. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  273. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  274. package/examples/jsm/nodes/display/GaussianBlurNode.js +177 -0
  275. package/examples/jsm/nodes/display/NormalMapNode.js +108 -106
  276. package/examples/jsm/nodes/display/PassNode.js +182 -0
  277. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  278. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -141
  279. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -69
  280. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -34
  281. package/examples/jsm/nodes/display/ViewportNode.js +134 -115
  282. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  284. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  285. package/examples/jsm/nodes/fog/FogNode.js +38 -37
  286. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  287. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -32
  288. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -43
  290. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -29
  291. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -18
  292. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  293. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  294. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -0
  295. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -20
  296. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -28
  297. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -204
  298. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  299. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  300. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  301. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -72
  302. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  303. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  304. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +238 -146
  305. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -43
  306. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  307. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  308. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  309. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  310. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  311. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -99
  312. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  313. package/examples/jsm/nodes/lighting/LightsNode.js +188 -128
  314. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -71
  315. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -92
  316. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  317. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  318. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  319. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -0
  320. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -0
  321. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +28 -28
  322. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +54 -0
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  329. package/examples/jsm/nodes/materials/MeshSSSNodeMaterial.js +84 -0
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  347. package/examples/jsm/nodes/shadernode/ShaderNode.js +625 -420
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  471. package/examples/jsm/renderers/{webgl → webgl-legacy}/nodes/WebGLNodeBuilder.js +794 -764
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@@ -1,460 +1,466 @@
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- import {
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- Vector2
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- } from 'three';
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-
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- /**
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- * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
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- * Preset: SMAA 1x Medium (with color edge detection)
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- * https://github.com/iryoku/smaa/releases/tag/v2.8
9
- */
10
-
11
- const SMAAEdgesShader = {
12
-
13
- defines: {
14
-
15
- 'SMAA_THRESHOLD': '0.1'
16
-
17
- },
18
-
19
- uniforms: {
20
-
21
- 'tDiffuse': { value: null },
22
- 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
23
-
24
- },
25
-
26
- vertexShader: /* glsl */`
27
-
28
- uniform vec2 resolution;
29
-
30
- varying vec2 vUv;
31
- varying vec4 vOffset[ 3 ];
32
-
33
- void SMAAEdgeDetectionVS( vec2 texcoord ) {
34
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
35
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
36
- vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
37
- }
38
-
39
- void main() {
40
-
41
- vUv = uv;
42
-
43
- SMAAEdgeDetectionVS( vUv );
44
-
45
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
46
-
47
- }`,
48
-
49
- fragmentShader: /* glsl */`
50
-
51
- uniform sampler2D tDiffuse;
52
-
53
- varying vec2 vUv;
54
- varying vec4 vOffset[ 3 ];
55
-
56
- vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
57
- vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
58
-
59
- // Calculate color deltas:
60
- vec4 delta;
61
- vec3 C = texture2D( colorTex, texcoord ).rgb;
62
-
63
- vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
64
- vec3 t = abs( C - Cleft );
65
- delta.x = max( max( t.r, t.g ), t.b );
66
-
67
- vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
68
- t = abs( C - Ctop );
69
- delta.y = max( max( t.r, t.g ), t.b );
70
-
71
- // We do the usual threshold:
72
- vec2 edges = step( threshold, delta.xy );
73
-
74
- // Then discard if there is no edge:
75
- if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
76
- discard;
77
-
78
- // Calculate right and bottom deltas:
79
- vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
80
- t = abs( C - Cright );
81
- delta.z = max( max( t.r, t.g ), t.b );
82
-
83
- vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
84
- t = abs( C - Cbottom );
85
- delta.w = max( max( t.r, t.g ), t.b );
86
-
87
- // Calculate the maximum delta in the direct neighborhood:
88
- float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
89
-
90
- // Calculate left-left and top-top deltas:
91
- vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
92
- t = abs( C - Cleftleft );
93
- delta.z = max( max( t.r, t.g ), t.b );
94
-
95
- vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
96
- t = abs( C - Ctoptop );
97
- delta.w = max( max( t.r, t.g ), t.b );
98
-
99
- // Calculate the final maximum delta:
100
- maxDelta = max( max( maxDelta, delta.z ), delta.w );
101
-
102
- // Local contrast adaptation in action:
103
- edges.xy *= step( 0.5 * maxDelta, delta.xy );
104
-
105
- return vec4( edges, 0.0, 0.0 );
106
- }
107
-
108
- void main() {
109
-
110
- gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
111
-
112
- }`
113
-
114
- };
115
-
116
- const SMAAWeightsShader = {
117
-
118
- defines: {
119
-
120
- 'SMAA_MAX_SEARCH_STEPS': '8',
121
- 'SMAA_AREATEX_MAX_DISTANCE': '16',
122
- 'SMAA_AREATEX_PIXEL_SIZE': '( 1.0 / vec2( 160.0, 560.0 ) )',
123
- 'SMAA_AREATEX_SUBTEX_SIZE': '( 1.0 / 7.0 )'
124
-
125
- },
126
-
127
- uniforms: {
128
-
129
- 'tDiffuse': { value: null },
130
- 'tArea': { value: null },
131
- 'tSearch': { value: null },
132
- 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
133
-
134
- },
135
-
136
- vertexShader: /* glsl */`
137
-
138
- uniform vec2 resolution;
139
-
140
- varying vec2 vUv;
141
- varying vec4 vOffset[ 3 ];
142
- varying vec2 vPixcoord;
143
-
144
- void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
145
- vPixcoord = texcoord / resolution;
146
-
147
- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
148
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components
149
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components
150
-
151
- // And these for the searches, they indicate the ends of the loops:
152
- vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
153
-
154
- }
155
-
156
- void main() {
157
-
158
- vUv = uv;
159
-
160
- SMAABlendingWeightCalculationVS( vUv );
161
-
162
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
163
-
164
- }`,
165
-
166
- fragmentShader: /* glsl */`
167
-
168
- #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
169
-
170
- uniform sampler2D tDiffuse;
171
- uniform sampler2D tArea;
172
- uniform sampler2D tSearch;
173
- uniform vec2 resolution;
174
-
175
- varying vec2 vUv;
176
- varying vec4 vOffset[3];
177
- varying vec2 vPixcoord;
178
-
179
- #if __VERSION__ == 100
180
- vec2 round( vec2 x ) {
181
- return sign( x ) * floor( abs( x ) + 0.5 );
182
- }
183
- #endif
184
-
185
- float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
186
- // Not required if searchTex accesses are set to point:
187
- // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
188
- // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
189
- // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
190
- e.r = bias + e.r * scale;
191
- return 255.0 * texture2D( searchTex, e, 0.0 ).r;
192
- }
193
-
194
- float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
195
- /**
196
- * @PSEUDO_GATHER4
197
- * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
198
- * sample between edge, thus fetching four edges in a row.
199
- * Sampling with different offsets in each direction allows to disambiguate
200
- * which edges are active from the four fetched ones.
201
- */
202
- vec2 e = vec2( 0.0, 1.0 );
203
-
204
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
205
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
206
- texcoord -= vec2( 2.0, 0.0 ) * resolution;
207
- if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
208
- }
209
-
210
- // We correct the previous (-0.25, -0.125) offset we applied:
211
- texcoord.x += 0.25 * resolution.x;
212
-
213
- // The searches are bias by 1, so adjust the coords accordingly:
214
- texcoord.x += resolution.x;
215
-
216
- // Disambiguate the length added by the last step:
217
- texcoord.x += 2.0 * resolution.x; // Undo last step
218
- texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
219
-
220
- return texcoord.x;
221
- }
222
-
223
- float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
224
- vec2 e = vec2( 0.0, 1.0 );
225
-
226
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
227
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
228
- texcoord += vec2( 2.0, 0.0 ) * resolution;
229
- if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
230
- }
231
-
232
- texcoord.x -= 0.25 * resolution.x;
233
- texcoord.x -= resolution.x;
234
- texcoord.x -= 2.0 * resolution.x;
235
- texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
236
-
237
- return texcoord.x;
238
- }
239
-
240
- float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
241
- vec2 e = vec2( 1.0, 0.0 );
242
-
243
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
244
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
245
- texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
246
- if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
247
- }
248
-
249
- texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
250
- texcoord.y -= resolution.y; // WebGL port note: Changed sign
251
- texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
252
- texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
253
-
254
- return texcoord.y;
255
- }
256
-
257
- float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
258
- vec2 e = vec2( 1.0, 0.0 );
259
-
260
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
261
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
262
- texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
263
- if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
264
- }
265
-
266
- texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
267
- texcoord.y += resolution.y; // WebGL port note: Changed sign
268
- texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
269
- texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
270
-
271
- return texcoord.y;
272
- }
273
-
274
- vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
275
- // Rounding prevents precision errors of bilinear filtering:
276
- vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
277
-
278
- // We do a scale and bias for mapping to texel space:
279
- texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
280
-
281
- // Move to proper place, according to the subpixel offset:
282
- texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
283
-
284
- return texture2D( areaTex, texcoord, 0.0 ).rg;
285
- }
286
-
287
- vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
288
- vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
289
-
290
- vec2 e = texture2D( edgesTex, texcoord ).rg;
291
-
292
- if ( e.g > 0.0 ) { // Edge at north
293
- vec2 d;
294
-
295
- // Find the distance to the left:
296
- vec2 coords;
297
- coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
298
- coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
299
- d.x = coords.x;
300
-
301
- // Now fetch the left crossing edges, two at a time using bilinear
302
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
303
- // discern what value each edge has:
304
- float e1 = texture2D( edgesTex, coords, 0.0 ).r;
305
-
306
- // Find the distance to the right:
307
- coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
308
- d.y = coords.x;
309
-
310
- // We want the distances to be in pixel units (doing this here allow to
311
- // better interleave arithmetic and memory accesses):
312
- d = d / resolution.x - pixcoord.x;
313
-
314
- // SMAAArea below needs a sqrt, as the areas texture is compressed
315
- // quadratically:
316
- vec2 sqrt_d = sqrt( abs( d ) );
317
-
318
- // Fetch the right crossing edges:
319
- coords.y -= 1.0 * resolution.y; // WebGL port note: Added
320
- float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
321
-
322
- // Ok, we know how this pattern looks like, now it is time for getting
323
- // the actual area:
324
- weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
325
- }
326
-
327
- if ( e.r > 0.0 ) { // Edge at west
328
- vec2 d;
329
-
330
- // Find the distance to the top:
331
- vec2 coords;
332
-
333
- coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
334
- coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
335
- d.x = coords.y;
336
-
337
- // Fetch the top crossing edges:
338
- float e1 = texture2D( edgesTex, coords, 0.0 ).g;
339
-
340
- // Find the distance to the bottom:
341
- coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
342
- d.y = coords.y;
343
-
344
- // We want the distances to be in pixel units:
345
- d = d / resolution.y - pixcoord.y;
346
-
347
- // SMAAArea below needs a sqrt, as the areas texture is compressed
348
- // quadratically:
349
- vec2 sqrt_d = sqrt( abs( d ) );
350
-
351
- // Fetch the bottom crossing edges:
352
- coords.y -= 1.0 * resolution.y; // WebGL port note: Added
353
- float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
354
-
355
- // Get the area for this direction:
356
- weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
357
- }
358
-
359
- return weights;
360
- }
361
-
362
- void main() {
363
-
364
- gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
365
-
366
- }`
367
-
368
- };
369
-
370
- const SMAABlendShader = {
371
-
372
- uniforms: {
373
-
374
- 'tDiffuse': { value: null },
375
- 'tColor': { value: null },
376
- 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
377
-
378
- },
379
-
380
- vertexShader: /* glsl */`
381
-
382
- uniform vec2 resolution;
383
-
384
- varying vec2 vUv;
385
- varying vec4 vOffset[ 2 ];
386
-
387
- void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
388
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
389
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
390
- }
391
-
392
- void main() {
393
-
394
- vUv = uv;
395
-
396
- SMAANeighborhoodBlendingVS( vUv );
397
-
398
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
399
-
400
- }`,
401
-
402
- fragmentShader: /* glsl */`
403
-
404
- uniform sampler2D tDiffuse;
405
- uniform sampler2D tColor;
406
- uniform vec2 resolution;
407
-
408
- varying vec2 vUv;
409
- varying vec4 vOffset[ 2 ];
410
-
411
- vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
412
- // Fetch the blending weights for current pixel:
413
- vec4 a;
414
- a.xz = texture2D( blendTex, texcoord ).xz;
415
- a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
416
- a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
417
-
418
- // Is there any blending weight with a value greater than 0.0?
419
- if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
420
- return texture2D( colorTex, texcoord, 0.0 );
421
- } else {
422
- // Up to 4 lines can be crossing a pixel (one through each edge). We
423
- // favor blending by choosing the line with the maximum weight for each
424
- // direction:
425
- vec2 offset;
426
- offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
427
- offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
428
-
429
- // Then we go in the direction that has the maximum weight:
430
- if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
431
- offset.y = 0.0;
432
- } else {
433
- offset.x = 0.0;
434
- }
435
-
436
- // Fetch the opposite color and lerp by hand:
437
- vec4 C = texture2D( colorTex, texcoord, 0.0 );
438
- texcoord += sign( offset ) * resolution;
439
- vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
440
- float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
441
-
442
- // WebGL port note: Added gamma correction
443
- C.xyz = pow(C.xyz, vec3(2.2));
444
- Cop.xyz = pow(Cop.xyz, vec3(2.2));
445
- vec4 mixed = mix(C, Cop, s);
446
- mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
447
-
448
- return mixed;
449
- }
450
- }
451
-
452
- void main() {
453
-
454
- gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
455
-
456
- }`
457
-
458
- };
459
-
460
- export { SMAAEdgesShader, SMAAWeightsShader, SMAABlendShader };
1
+ import {
2
+ Vector2
3
+ } from 'three';
4
+
5
+ /**
6
+ * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
7
+ * Preset: SMAA 1x Medium (with color edge detection)
8
+ * https://github.com/iryoku/smaa/releases/tag/v2.8
9
+ */
10
+
11
+ const SMAAEdgesShader = {
12
+
13
+ name: 'SMAAEdgesShader',
14
+
15
+ defines: {
16
+
17
+ 'SMAA_THRESHOLD': '0.1'
18
+
19
+ },
20
+
21
+ uniforms: {
22
+
23
+ 'tDiffuse': { value: null },
24
+ 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
25
+
26
+ },
27
+
28
+ vertexShader: /* glsl */`
29
+
30
+ uniform vec2 resolution;
31
+
32
+ varying vec2 vUv;
33
+ varying vec4 vOffset[ 3 ];
34
+
35
+ void SMAAEdgeDetectionVS( vec2 texcoord ) {
36
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
37
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
38
+ vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
39
+ }
40
+
41
+ void main() {
42
+
43
+ vUv = uv;
44
+
45
+ SMAAEdgeDetectionVS( vUv );
46
+
47
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
48
+
49
+ }`,
50
+
51
+ fragmentShader: /* glsl */`
52
+
53
+ uniform sampler2D tDiffuse;
54
+
55
+ varying vec2 vUv;
56
+ varying vec4 vOffset[ 3 ];
57
+
58
+ vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
59
+ vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
60
+
61
+ // Calculate color deltas:
62
+ vec4 delta;
63
+ vec3 C = texture2D( colorTex, texcoord ).rgb;
64
+
65
+ vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
66
+ vec3 t = abs( C - Cleft );
67
+ delta.x = max( max( t.r, t.g ), t.b );
68
+
69
+ vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
70
+ t = abs( C - Ctop );
71
+ delta.y = max( max( t.r, t.g ), t.b );
72
+
73
+ // We do the usual threshold:
74
+ vec2 edges = step( threshold, delta.xy );
75
+
76
+ // Then discard if there is no edge:
77
+ if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
78
+ discard;
79
+
80
+ // Calculate right and bottom deltas:
81
+ vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
82
+ t = abs( C - Cright );
83
+ delta.z = max( max( t.r, t.g ), t.b );
84
+
85
+ vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
86
+ t = abs( C - Cbottom );
87
+ delta.w = max( max( t.r, t.g ), t.b );
88
+
89
+ // Calculate the maximum delta in the direct neighborhood:
90
+ float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
91
+
92
+ // Calculate left-left and top-top deltas:
93
+ vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
94
+ t = abs( C - Cleftleft );
95
+ delta.z = max( max( t.r, t.g ), t.b );
96
+
97
+ vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
98
+ t = abs( C - Ctoptop );
99
+ delta.w = max( max( t.r, t.g ), t.b );
100
+
101
+ // Calculate the final maximum delta:
102
+ maxDelta = max( max( maxDelta, delta.z ), delta.w );
103
+
104
+ // Local contrast adaptation in action:
105
+ edges.xy *= step( 0.5 * maxDelta, delta.xy );
106
+
107
+ return vec4( edges, 0.0, 0.0 );
108
+ }
109
+
110
+ void main() {
111
+
112
+ gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
113
+
114
+ }`
115
+
116
+ };
117
+
118
+ const SMAAWeightsShader = {
119
+
120
+ name: 'SMAAWeightsShader',
121
+
122
+ defines: {
123
+
124
+ 'SMAA_MAX_SEARCH_STEPS': '8',
125
+ 'SMAA_AREATEX_MAX_DISTANCE': '16',
126
+ 'SMAA_AREATEX_PIXEL_SIZE': '( 1.0 / vec2( 160.0, 560.0 ) )',
127
+ 'SMAA_AREATEX_SUBTEX_SIZE': '( 1.0 / 7.0 )'
128
+
129
+ },
130
+
131
+ uniforms: {
132
+
133
+ 'tDiffuse': { value: null },
134
+ 'tArea': { value: null },
135
+ 'tSearch': { value: null },
136
+ 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
137
+
138
+ },
139
+
140
+ vertexShader: /* glsl */`
141
+
142
+ uniform vec2 resolution;
143
+
144
+ varying vec2 vUv;
145
+ varying vec4 vOffset[ 3 ];
146
+ varying vec2 vPixcoord;
147
+
148
+ void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
149
+ vPixcoord = texcoord / resolution;
150
+
151
+ // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
152
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components
153
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components
154
+
155
+ // And these for the searches, they indicate the ends of the loops:
156
+ vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
157
+
158
+ }
159
+
160
+ void main() {
161
+
162
+ vUv = uv;
163
+
164
+ SMAABlendingWeightCalculationVS( vUv );
165
+
166
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
167
+
168
+ }`,
169
+
170
+ fragmentShader: /* glsl */`
171
+
172
+ #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
173
+
174
+ uniform sampler2D tDiffuse;
175
+ uniform sampler2D tArea;
176
+ uniform sampler2D tSearch;
177
+ uniform vec2 resolution;
178
+
179
+ varying vec2 vUv;
180
+ varying vec4 vOffset[3];
181
+ varying vec2 vPixcoord;
182
+
183
+ #if __VERSION__ == 100
184
+ vec2 round( vec2 x ) {
185
+ return sign( x ) * floor( abs( x ) + 0.5 );
186
+ }
187
+ #endif
188
+
189
+ float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
190
+ // Not required if searchTex accesses are set to point:
191
+ // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
192
+ // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
193
+ // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
194
+ e.r = bias + e.r * scale;
195
+ return 255.0 * texture2D( searchTex, e, 0.0 ).r;
196
+ }
197
+
198
+ float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
199
+ /**
200
+ * @PSEUDO_GATHER4
201
+ * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
202
+ * sample between edge, thus fetching four edges in a row.
203
+ * Sampling with different offsets in each direction allows to disambiguate
204
+ * which edges are active from the four fetched ones.
205
+ */
206
+ vec2 e = vec2( 0.0, 1.0 );
207
+
208
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
209
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
210
+ texcoord -= vec2( 2.0, 0.0 ) * resolution;
211
+ if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
212
+ }
213
+
214
+ // We correct the previous (-0.25, -0.125) offset we applied:
215
+ texcoord.x += 0.25 * resolution.x;
216
+
217
+ // The searches are bias by 1, so adjust the coords accordingly:
218
+ texcoord.x += resolution.x;
219
+
220
+ // Disambiguate the length added by the last step:
221
+ texcoord.x += 2.0 * resolution.x; // Undo last step
222
+ texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
223
+
224
+ return texcoord.x;
225
+ }
226
+
227
+ float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
228
+ vec2 e = vec2( 0.0, 1.0 );
229
+
230
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
231
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
232
+ texcoord += vec2( 2.0, 0.0 ) * resolution;
233
+ if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
234
+ }
235
+
236
+ texcoord.x -= 0.25 * resolution.x;
237
+ texcoord.x -= resolution.x;
238
+ texcoord.x -= 2.0 * resolution.x;
239
+ texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
240
+
241
+ return texcoord.x;
242
+ }
243
+
244
+ float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
245
+ vec2 e = vec2( 1.0, 0.0 );
246
+
247
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
248
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
249
+ texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
250
+ if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
251
+ }
252
+
253
+ texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
254
+ texcoord.y -= resolution.y; // WebGL port note: Changed sign
255
+ texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
256
+ texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
257
+
258
+ return texcoord.y;
259
+ }
260
+
261
+ float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
262
+ vec2 e = vec2( 1.0, 0.0 );
263
+
264
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
265
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
266
+ texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
267
+ if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
268
+ }
269
+
270
+ texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
271
+ texcoord.y += resolution.y; // WebGL port note: Changed sign
272
+ texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
273
+ texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
274
+
275
+ return texcoord.y;
276
+ }
277
+
278
+ vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
279
+ // Rounding prevents precision errors of bilinear filtering:
280
+ vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
281
+
282
+ // We do a scale and bias for mapping to texel space:
283
+ texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
284
+
285
+ // Move to proper place, according to the subpixel offset:
286
+ texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
287
+
288
+ return texture2D( areaTex, texcoord, 0.0 ).rg;
289
+ }
290
+
291
+ vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
292
+ vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
293
+
294
+ vec2 e = texture2D( edgesTex, texcoord ).rg;
295
+
296
+ if ( e.g > 0.0 ) { // Edge at north
297
+ vec2 d;
298
+
299
+ // Find the distance to the left:
300
+ vec2 coords;
301
+ coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
302
+ coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
303
+ d.x = coords.x;
304
+
305
+ // Now fetch the left crossing edges, two at a time using bilinear
306
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
307
+ // discern what value each edge has:
308
+ float e1 = texture2D( edgesTex, coords, 0.0 ).r;
309
+
310
+ // Find the distance to the right:
311
+ coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
312
+ d.y = coords.x;
313
+
314
+ // We want the distances to be in pixel units (doing this here allow to
315
+ // better interleave arithmetic and memory accesses):
316
+ d = d / resolution.x - pixcoord.x;
317
+
318
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
319
+ // quadratically:
320
+ vec2 sqrt_d = sqrt( abs( d ) );
321
+
322
+ // Fetch the right crossing edges:
323
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
324
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
325
+
326
+ // Ok, we know how this pattern looks like, now it is time for getting
327
+ // the actual area:
328
+ weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
329
+ }
330
+
331
+ if ( e.r > 0.0 ) { // Edge at west
332
+ vec2 d;
333
+
334
+ // Find the distance to the top:
335
+ vec2 coords;
336
+
337
+ coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
338
+ coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
339
+ d.x = coords.y;
340
+
341
+ // Fetch the top crossing edges:
342
+ float e1 = texture2D( edgesTex, coords, 0.0 ).g;
343
+
344
+ // Find the distance to the bottom:
345
+ coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
346
+ d.y = coords.y;
347
+
348
+ // We want the distances to be in pixel units:
349
+ d = d / resolution.y - pixcoord.y;
350
+
351
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
352
+ // quadratically:
353
+ vec2 sqrt_d = sqrt( abs( d ) );
354
+
355
+ // Fetch the bottom crossing edges:
356
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
357
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
358
+
359
+ // Get the area for this direction:
360
+ weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
361
+ }
362
+
363
+ return weights;
364
+ }
365
+
366
+ void main() {
367
+
368
+ gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
369
+
370
+ }`
371
+
372
+ };
373
+
374
+ const SMAABlendShader = {
375
+
376
+ name: 'SMAABlendShader',
377
+
378
+ uniforms: {
379
+
380
+ 'tDiffuse': { value: null },
381
+ 'tColor': { value: null },
382
+ 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
383
+
384
+ },
385
+
386
+ vertexShader: /* glsl */`
387
+
388
+ uniform vec2 resolution;
389
+
390
+ varying vec2 vUv;
391
+ varying vec4 vOffset[ 2 ];
392
+
393
+ void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
394
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
395
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
396
+ }
397
+
398
+ void main() {
399
+
400
+ vUv = uv;
401
+
402
+ SMAANeighborhoodBlendingVS( vUv );
403
+
404
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
405
+
406
+ }`,
407
+
408
+ fragmentShader: /* glsl */`
409
+
410
+ uniform sampler2D tDiffuse;
411
+ uniform sampler2D tColor;
412
+ uniform vec2 resolution;
413
+
414
+ varying vec2 vUv;
415
+ varying vec4 vOffset[ 2 ];
416
+
417
+ vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
418
+ // Fetch the blending weights for current pixel:
419
+ vec4 a;
420
+ a.xz = texture2D( blendTex, texcoord ).xz;
421
+ a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
422
+ a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
423
+
424
+ // Is there any blending weight with a value greater than 0.0?
425
+ if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
426
+ return texture2D( colorTex, texcoord, 0.0 );
427
+ } else {
428
+ // Up to 4 lines can be crossing a pixel (one through each edge). We
429
+ // favor blending by choosing the line with the maximum weight for each
430
+ // direction:
431
+ vec2 offset;
432
+ offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
433
+ offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
434
+
435
+ // Then we go in the direction that has the maximum weight:
436
+ if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
437
+ offset.y = 0.0;
438
+ } else {
439
+ offset.x = 0.0;
440
+ }
441
+
442
+ // Fetch the opposite color and lerp by hand:
443
+ vec4 C = texture2D( colorTex, texcoord, 0.0 );
444
+ texcoord += sign( offset ) * resolution;
445
+ vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
446
+ float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
447
+
448
+ // WebGL port note: Added gamma correction
449
+ C.xyz = pow(C.xyz, vec3(2.2));
450
+ Cop.xyz = pow(Cop.xyz, vec3(2.2));
451
+ vec4 mixed = mix(C, Cop, s);
452
+ mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
453
+
454
+ return mixed;
455
+ }
456
+ }
457
+
458
+ void main() {
459
+
460
+ gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
461
+
462
+ }`
463
+
464
+ };
465
+
466
+ export { SMAAEdgesShader, SMAAWeightsShader, SMAABlendShader };