@needle-tools/three 0.160.2 → 0.162.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (961) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53267 -53092
  4. package/build/three.module.js +53269 -53094
  5. package/build/three.module.min.js +1 -1
  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 +295 -294
  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 -108
  18. package/examples/jsm/capabilities/WebGPU.js +57 -57
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +282 -221
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -326
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1548 -1521
  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 -1573
  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 -295
  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 +542 -487
  36. package/examples/jsm/curves/NURBSVolume.js +62 -0
  37. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  38. package/examples/jsm/effects/AsciiEffect.js +263 -263
  39. package/examples/jsm/effects/OutlineEffect.js +539 -539
  40. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  41. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  42. package/examples/jsm/effects/StereoEffect.js +55 -55
  43. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  44. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  45. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  46. package/examples/jsm/exporters/EXRExporter.js +579 -579
  47. package/examples/jsm/exporters/GLTFExporter.js +3321 -3311
  48. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  49. package/examples/jsm/exporters/MMDExporter.js +217 -217
  50. package/examples/jsm/exporters/OBJExporter.js +284 -284
  51. package/examples/jsm/exporters/PLYExporter.js +528 -528
  52. package/examples/jsm/exporters/STLExporter.js +199 -199
  53. package/examples/jsm/exporters/USDZExporter.js +720 -720
  54. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  55. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  56. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  57. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -174
  58. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  59. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  60. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  61. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -144
  62. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  63. package/examples/jsm/geometries/TextGeometry.js +57 -57
  64. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  65. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  66. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  67. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  68. package/examples/jsm/helpers/TextureHelper.js +237 -237
  69. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  70. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  71. package/examples/jsm/helpers/ViewHelper.js +333 -333
  72. package/examples/jsm/interactive/HTMLMesh.js +572 -572
  73. package/examples/jsm/interactive/InteractiveGroup.js +106 -116
  74. package/examples/jsm/interactive/SelectionBox.js +227 -227
  75. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  76. package/examples/jsm/libs/ammo.wasm.js +822 -822
  77. package/examples/jsm/libs/basis/README.md +46 -46
  78. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  79. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  80. package/examples/jsm/libs/draco/README.md +32 -32
  81. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  82. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  83. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  84. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  86. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  87. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  88. package/examples/jsm/libs/fflate.module.js +2474 -2474
  89. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  90. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  91. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14849
  92. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  93. package/examples/jsm/libs/mikktspace.module.js +128 -128
  94. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  95. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  96. package/examples/jsm/libs/opentype.module.js +14506 -14506
  97. package/examples/jsm/libs/potpack.module.js +124 -124
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -8743
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -8748
  100. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  101. package/examples/jsm/libs/stats.module.js +167 -167
  102. package/examples/jsm/libs/surfaceNet.js +200 -200
  103. package/examples/jsm/libs/tween.module.js +876 -858
  104. package/examples/jsm/libs/utif.module.js +1664 -1664
  105. package/examples/jsm/libs/zstddec.module.js +1 -1
  106. package/examples/jsm/lights/IESSpotLight.js +25 -25
  107. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  108. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  109. package/examples/jsm/lines/Line2.js +19 -19
  110. package/examples/jsm/lines/LineGeometry.js +79 -79
  111. package/examples/jsm/lines/LineMaterial.js +619 -619
  112. package/examples/jsm/lines/LineSegments2.js +361 -361
  113. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  114. package/examples/jsm/lines/Wireframe.js +56 -56
  115. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  116. package/examples/jsm/loaders/3DMLoader.js +1764 -1772
  117. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  118. package/examples/jsm/loaders/AMFLoader.js +521 -521
  119. package/examples/jsm/loaders/BVHLoader.js +437 -437
  120. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  121. package/examples/jsm/loaders/DDSLoader.js +318 -318
  122. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  123. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  124. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  125. package/examples/jsm/loaders/FontLoader.js +183 -183
  126. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  127. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  128. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -720
  129. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  130. package/examples/jsm/loaders/IESLoader.js +337 -337
  131. package/examples/jsm/loaders/KMZLoader.js +130 -130
  132. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  133. package/examples/jsm/loaders/KTXLoader.js +176 -176
  134. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  135. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  136. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  137. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  138. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  139. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  140. package/examples/jsm/loaders/LottieLoader.js +77 -77
  141. package/examples/jsm/loaders/MD2Loader.js +399 -399
  142. package/examples/jsm/loaders/MDDLoader.js +102 -102
  143. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  144. package/examples/jsm/loaders/MTLLoader.js +567 -567
  145. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  146. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  147. package/examples/jsm/loaders/OBJLoader.js +905 -905
  148. package/examples/jsm/loaders/PCDLoader.js +467 -467
  149. package/examples/jsm/loaders/PDBLoader.js +232 -232
  150. package/examples/jsm/loaders/PLYLoader.js +771 -771
  151. package/examples/jsm/loaders/PVRLoader.js +251 -251
  152. package/examples/jsm/loaders/RGBELoader.js +450 -450
  153. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  154. package/examples/jsm/loaders/STLLoader.js +410 -410
  155. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  156. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  157. package/examples/jsm/loaders/TGALoader.js +517 -517
  158. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  159. package/examples/jsm/loaders/TTFLoader.js +214 -214
  160. package/examples/jsm/loaders/TiltLoader.js +520 -520
  161. package/examples/jsm/loaders/USDZLoader.js +822 -822
  162. package/examples/jsm/loaders/VOXLoader.js +318 -311
  163. package/examples/jsm/loaders/VRMLLoader.js +3537 -3533
  164. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  165. package/examples/jsm/loaders/XYZLoader.js +106 -106
  166. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  167. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  168. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  169. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  170. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  171. package/examples/jsm/math/Capsule.js +82 -82
  172. package/examples/jsm/math/ColorConverter.js +36 -36
  173. package/examples/jsm/math/ConvexHull.js +1271 -1271
  174. package/examples/jsm/math/ImprovedNoise.js +71 -71
  175. package/examples/jsm/math/Lut.js +204 -204
  176. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  177. package/examples/jsm/math/OBB.js +423 -423
  178. package/examples/jsm/math/Octree.js +540 -540
  179. package/examples/jsm/math/SimplexNoise.js +444 -444
  180. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  181. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  182. package/examples/jsm/misc/Gyroscope.js +66 -66
  183. package/examples/jsm/misc/MD2Character.js +276 -276
  184. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  185. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  186. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  187. package/examples/jsm/misc/ProgressiveLightMap.js +324 -323
  188. package/examples/jsm/misc/RollerCoaster.js +566 -566
  189. package/examples/jsm/misc/Timer.js +128 -119
  190. package/examples/jsm/misc/TubePainter.js +202 -202
  191. package/examples/jsm/misc/Volume.js +473 -473
  192. package/examples/jsm/misc/VolumeSlice.js +229 -229
  193. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  194. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  195. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  196. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  197. package/examples/jsm/nodes/Nodes.js +195 -189
  198. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -0
  199. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  200. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  201. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  202. package/examples/jsm/nodes/accessors/CameraNode.js +119 -120
  203. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -0
  204. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  205. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  206. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  207. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  208. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -51
  209. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  210. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  211. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  212. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  213. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  214. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  215. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  216. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -102
  217. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  218. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  219. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -103
  220. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -54
  221. package/examples/jsm/nodes/accessors/TangentNode.js +109 -103
  222. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  223. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  224. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  225. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  226. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  227. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -0
  228. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  229. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  230. package/examples/jsm/nodes/code/CodeNode.js +84 -78
  231. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  232. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  233. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  234. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  235. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  236. package/examples/jsm/nodes/core/AssignNode.js +128 -72
  237. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  238. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  239. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  240. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  241. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  242. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  243. package/examples/jsm/nodes/core/InputNode.js +83 -83
  244. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  245. package/examples/jsm/nodes/core/Node.js +493 -483
  246. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  247. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1267
  248. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  249. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  250. package/examples/jsm/nodes/core/NodeFrame.js +143 -135
  251. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  252. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  253. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  254. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  255. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  256. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  257. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  258. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  259. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  260. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  261. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  262. package/examples/jsm/nodes/core/StackNode.js +89 -89
  263. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  264. package/examples/jsm/nodes/core/TempNode.js +58 -58
  265. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  266. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  267. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  268. package/examples/jsm/nodes/core/VarNode.js +60 -60
  269. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  270. package/examples/jsm/nodes/core/constants.js +28 -27
  271. package/examples/jsm/nodes/display/AfterImageNode.js +148 -134
  272. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -0
  273. package/examples/jsm/nodes/display/BlendModeNode.js +128 -99
  274. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  275. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -96
  276. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  277. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  278. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -177
  279. package/examples/jsm/nodes/display/NormalMapNode.js +106 -108
  280. package/examples/jsm/nodes/display/PassNode.js +183 -182
  281. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  282. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  283. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  284. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  286. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  287. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  288. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  289. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  290. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  292. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  293. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  294. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  295. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  296. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  297. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  298. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  299. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  300. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  301. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  302. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  303. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  304. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  305. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  306. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  307. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  308. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -238
  309. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  310. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  311. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  312. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  313. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  314. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  315. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  316. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  317. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  318. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  319. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  320. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  321. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  322. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
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  959. package/src/renderers/WebGLMultipleRenderTargets.js +0 -82
  960. package/src/renderers/shaders/ShaderChunk/occlusion_fragment.glsl.js +0 -20
  961. package/src/renderers/shaders/ShaderChunk/occlusion_pars_fragment.glsl.js +0 -97
@@ -1,397 +1,397 @@
1
- import {
2
- Vector2
3
- } from 'three';
4
-
5
- /**
6
- * Depth-of-field shader with bokeh
7
- * ported from GLSL shader by Martins Upitis
8
- * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
9
- *
10
- * Requires #define RINGS and SAMPLES integers
11
- */
12
- const BokehShader = {
13
-
14
- name: 'BokehShader',
15
-
16
- uniforms: {
17
-
18
- 'textureWidth': { value: 1.0 },
19
- 'textureHeight': { value: 1.0 },
20
-
21
- 'focalDepth': { value: 1.0 },
22
- 'focalLength': { value: 24.0 },
23
- 'fstop': { value: 0.9 },
24
-
25
- 'tColor': { value: null },
26
- 'tDepth': { value: null },
27
-
28
- 'maxblur': { value: 1.0 },
29
-
30
- 'showFocus': { value: 0 },
31
- 'manualdof': { value: 0 },
32
- 'vignetting': { value: 0 },
33
- 'depthblur': { value: 0 },
34
-
35
- 'threshold': { value: 0.5 },
36
- 'gain': { value: 2.0 },
37
- 'bias': { value: 0.5 },
38
- 'fringe': { value: 0.7 },
39
-
40
- 'znear': { value: 0.1 },
41
- 'zfar': { value: 100 },
42
-
43
- 'noise': { value: 1 },
44
- 'dithering': { value: 0.0001 },
45
- 'pentagon': { value: 0 },
46
-
47
- 'shaderFocus': { value: 1 },
48
- 'focusCoords': { value: new Vector2() }
49
-
50
-
51
- },
52
-
53
- vertexShader: /* glsl */`
54
-
55
- varying vec2 vUv;
56
-
57
- void main() {
58
-
59
- vUv = uv;
60
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
61
-
62
- }`,
63
-
64
- fragmentShader: /* glsl */`
65
-
66
- #include <common>
67
-
68
- varying vec2 vUv;
69
-
70
- uniform sampler2D tColor;
71
- uniform sampler2D tDepth;
72
- uniform float textureWidth;
73
- uniform float textureHeight;
74
-
75
- uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
76
- uniform float focalLength; //focal length in mm
77
- uniform float fstop; //f-stop value
78
- uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
79
-
80
- /*
81
- make sure that these two values are the same for your camera, otherwise distances will be wrong.
82
- */
83
-
84
- uniform float znear; // camera clipping start
85
- uniform float zfar; // camera clipping end
86
-
87
- //------------------------------------------
88
- //user variables
89
-
90
- const int samples = SAMPLES; //samples on the first ring
91
- const int rings = RINGS; //ring count
92
-
93
- const int maxringsamples = rings * samples;
94
-
95
- uniform bool manualdof; // manual dof calculation
96
- float ndofstart = 1.0; // near dof blur start
97
- float ndofdist = 2.0; // near dof blur falloff distance
98
- float fdofstart = 1.0; // far dof blur start
99
- float fdofdist = 3.0; // far dof blur falloff distance
100
-
101
- float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
102
-
103
- uniform bool vignetting; // use optical lens vignetting
104
-
105
- float vignout = 1.3; // vignetting outer border
106
- float vignin = 0.0; // vignetting inner border
107
- float vignfade = 22.0; // f-stops till vignete fades
108
-
109
- uniform bool shaderFocus;
110
- // disable if you use external focalDepth value
111
-
112
- uniform vec2 focusCoords;
113
- // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
114
- // if center of screen use vec2(0.5, 0.5);
115
-
116
- uniform float maxblur;
117
- //clamp value of max blur (0.0 = no blur, 1.0 default)
118
-
119
- uniform float threshold; // highlight threshold;
120
- uniform float gain; // highlight gain;
121
-
122
- uniform float bias; // bokeh edge bias
123
- uniform float fringe; // bokeh chromatic aberration / fringing
124
-
125
- uniform bool noise; //use noise instead of pattern for sample dithering
126
-
127
- uniform float dithering;
128
-
129
- uniform bool depthblur; // blur the depth buffer
130
- float dbsize = 1.25; // depth blur size
131
-
132
- /*
133
- next part is experimental
134
- not looking good with small sample and ring count
135
- looks okay starting from samples = 4, rings = 4
136
- */
137
-
138
- uniform bool pentagon; //use pentagon as bokeh shape?
139
- float feather = 0.4; //pentagon shape feather
140
-
141
- //------------------------------------------
142
-
143
- float penta(vec2 coords) {
144
- //pentagonal shape
145
- float scale = float(rings) - 1.3;
146
- vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
147
- vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
148
- vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
149
- vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
150
- vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
151
- vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
152
-
153
- vec4 one = vec4( 1.0 );
154
-
155
- vec4 P = vec4((coords),vec2(scale, scale));
156
-
157
- vec4 dist = vec4(0.0);
158
- float inorout = -4.0;
159
-
160
- dist.x = dot( P, HS0 );
161
- dist.y = dot( P, HS1 );
162
- dist.z = dot( P, HS2 );
163
- dist.w = dot( P, HS3 );
164
-
165
- dist = smoothstep( -feather, feather, dist );
166
-
167
- inorout += dot( dist, one );
168
-
169
- dist.x = dot( P, HS4 );
170
- dist.y = HS5.w - abs( P.z );
171
-
172
- dist = smoothstep( -feather, feather, dist );
173
- inorout += dist.x;
174
-
175
- return clamp( inorout, 0.0, 1.0 );
176
- }
177
-
178
- float bdepth(vec2 coords) {
179
- // Depth buffer blur
180
- float d = 0.0;
181
- float kernel[9];
182
- vec2 offset[9];
183
-
184
- vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
185
-
186
- offset[0] = vec2(-wh.x,-wh.y);
187
- offset[1] = vec2( 0.0, -wh.y);
188
- offset[2] = vec2( wh.x -wh.y);
189
-
190
- offset[3] = vec2(-wh.x, 0.0);
191
- offset[4] = vec2( 0.0, 0.0);
192
- offset[5] = vec2( wh.x, 0.0);
193
-
194
- offset[6] = vec2(-wh.x, wh.y);
195
- offset[7] = vec2( 0.0, wh.y);
196
- offset[8] = vec2( wh.x, wh.y);
197
-
198
- kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
199
- kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
200
- kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
201
-
202
-
203
- for( int i=0; i<9; i++ ) {
204
- float tmp = texture2D(tDepth, coords + offset[i]).r;
205
- d += tmp * kernel[i];
206
- }
207
-
208
- return d;
209
- }
210
-
211
-
212
- vec3 color(vec2 coords,float blur) {
213
- //processing the sample
214
-
215
- vec3 col = vec3(0.0);
216
- vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
217
-
218
- col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
219
- col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
220
- col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
221
-
222
- vec3 lumcoeff = vec3(0.299,0.587,0.114);
223
- float lum = dot(col.rgb, lumcoeff);
224
- float thresh = max((lum-threshold)*gain, 0.0);
225
- return col+mix(vec3(0.0),col,thresh*blur);
226
- }
227
-
228
- vec3 debugFocus(vec3 col, float blur, float depth) {
229
- float edge = 0.002*depth; //distance based edge smoothing
230
- float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
231
- float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
232
-
233
- col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
234
- col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
235
-
236
- return col;
237
- }
238
-
239
- float linearize(float depth) {
240
- return -zfar * znear / (depth * (zfar - znear) - zfar);
241
- }
242
-
243
- float vignette() {
244
- float dist = distance(vUv.xy, vec2(0.5,0.5));
245
- dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
246
- return clamp(dist,0.0,1.0);
247
- }
248
-
249
- float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
250
- float rings2 = float(rings);
251
- float step = PI*2.0 / float(ringsamples);
252
- float pw = cos(j*step)*i;
253
- float ph = sin(j*step)*i;
254
- float p = 1.0;
255
- if (pentagon) {
256
- p = penta(vec2(pw,ph));
257
- }
258
- col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
259
- return 1.0 * mix(1.0, i /rings2, bias) * p;
260
- }
261
-
262
- void main() {
263
- //scene depth calculation
264
-
265
- float depth = linearize(texture2D(tDepth,vUv.xy).x);
266
-
267
- // Blur depth?
268
- if ( depthblur ) {
269
- depth = linearize(bdepth(vUv.xy));
270
- }
271
-
272
- //focal plane calculation
273
-
274
- float fDepth = focalDepth;
275
-
276
- if (shaderFocus) {
277
-
278
- fDepth = linearize(texture2D(tDepth,focusCoords).x);
279
-
280
- }
281
-
282
- // dof blur factor calculation
283
-
284
- float blur = 0.0;
285
-
286
- if (manualdof) {
287
- float a = depth-fDepth; // Focal plane
288
- float b = (a-fdofstart)/fdofdist; // Far DoF
289
- float c = (-a-ndofstart)/ndofdist; // Near Dof
290
- blur = (a>0.0) ? b : c;
291
- } else {
292
- float f = focalLength; // focal length in mm
293
- float d = fDepth*1000.0; // focal plane in mm
294
- float o = depth*1000.0; // depth in mm
295
-
296
- float a = (o*f)/(o-f);
297
- float b = (d*f)/(d-f);
298
- float c = (d-f)/(d*fstop*CoC);
299
-
300
- blur = abs(a-b)*c;
301
- }
302
-
303
- blur = clamp(blur,0.0,1.0);
304
-
305
- // calculation of pattern for dithering
306
-
307
- vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
308
-
309
- // getting blur x and y step factor
310
-
311
- float w = (1.0/textureWidth)*blur*maxblur+noise.x;
312
- float h = (1.0/textureHeight)*blur*maxblur+noise.y;
313
-
314
- // calculation of final color
315
-
316
- vec3 col = vec3(0.0);
317
-
318
- if(blur < 0.05) {
319
- //some optimization thingy
320
- col = texture2D(tColor, vUv.xy).rgb;
321
- } else {
322
- col = texture2D(tColor, vUv.xy).rgb;
323
- float s = 1.0;
324
- int ringsamples;
325
-
326
- for (int i = 1; i <= rings; i++) {
327
- /*unboxstart*/
328
- ringsamples = i * samples;
329
-
330
- for (int j = 0 ; j < maxringsamples ; j++) {
331
- if (j >= ringsamples) break;
332
- s += gather(float(i), float(j), ringsamples, col, w, h, blur);
333
- }
334
- /*unboxend*/
335
- }
336
-
337
- col /= s; //divide by sample count
338
- }
339
-
340
- if (showFocus) {
341
- col = debugFocus(col, blur, depth);
342
- }
343
-
344
- if (vignetting) {
345
- col *= vignette();
346
- }
347
-
348
- gl_FragColor.rgb = col;
349
- gl_FragColor.a = 1.0;
350
-
351
- #include <tonemapping_fragment>
352
- #include <colorspace_fragment>
353
- }`
354
-
355
- };
356
-
357
- const BokehDepthShader = {
358
-
359
- name: 'BokehDepthShader',
360
-
361
- uniforms: {
362
-
363
- 'mNear': { value: 1.0 },
364
- 'mFar': { value: 1000.0 },
365
-
366
- },
367
-
368
- vertexShader: /* glsl */`
369
-
370
- varying float vViewZDepth;
371
-
372
- void main() {
373
-
374
- #include <begin_vertex>
375
- #include <project_vertex>
376
-
377
- vViewZDepth = - mvPosition.z;
378
-
379
- }`,
380
-
381
- fragmentShader: /* glsl */`
382
-
383
- uniform float mNear;
384
- uniform float mFar;
385
-
386
- varying float vViewZDepth;
387
-
388
- void main() {
389
-
390
- float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
391
- gl_FragColor = vec4( vec3( color ), 1.0 );
392
-
393
- }`
394
-
395
- };
396
-
397
- export { BokehShader, BokehDepthShader };
1
+ import {
2
+ Vector2
3
+ } from 'three';
4
+
5
+ /**
6
+ * Depth-of-field shader with bokeh
7
+ * ported from GLSL shader by Martins Upitis
8
+ * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
9
+ *
10
+ * Requires #define RINGS and SAMPLES integers
11
+ */
12
+ const BokehShader = {
13
+
14
+ name: 'BokehShader',
15
+
16
+ uniforms: {
17
+
18
+ 'textureWidth': { value: 1.0 },
19
+ 'textureHeight': { value: 1.0 },
20
+
21
+ 'focalDepth': { value: 1.0 },
22
+ 'focalLength': { value: 24.0 },
23
+ 'fstop': { value: 0.9 },
24
+
25
+ 'tColor': { value: null },
26
+ 'tDepth': { value: null },
27
+
28
+ 'maxblur': { value: 1.0 },
29
+
30
+ 'showFocus': { value: 0 },
31
+ 'manualdof': { value: 0 },
32
+ 'vignetting': { value: 0 },
33
+ 'depthblur': { value: 0 },
34
+
35
+ 'threshold': { value: 0.5 },
36
+ 'gain': { value: 2.0 },
37
+ 'bias': { value: 0.5 },
38
+ 'fringe': { value: 0.7 },
39
+
40
+ 'znear': { value: 0.1 },
41
+ 'zfar': { value: 100 },
42
+
43
+ 'noise': { value: 1 },
44
+ 'dithering': { value: 0.0001 },
45
+ 'pentagon': { value: 0 },
46
+
47
+ 'shaderFocus': { value: 1 },
48
+ 'focusCoords': { value: new Vector2() }
49
+
50
+
51
+ },
52
+
53
+ vertexShader: /* glsl */`
54
+
55
+ varying vec2 vUv;
56
+
57
+ void main() {
58
+
59
+ vUv = uv;
60
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
61
+
62
+ }`,
63
+
64
+ fragmentShader: /* glsl */`
65
+
66
+ #include <common>
67
+
68
+ varying vec2 vUv;
69
+
70
+ uniform sampler2D tColor;
71
+ uniform sampler2D tDepth;
72
+ uniform float textureWidth;
73
+ uniform float textureHeight;
74
+
75
+ uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
76
+ uniform float focalLength; //focal length in mm
77
+ uniform float fstop; //f-stop value
78
+ uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
79
+
80
+ /*
81
+ make sure that these two values are the same for your camera, otherwise distances will be wrong.
82
+ */
83
+
84
+ uniform float znear; // camera clipping start
85
+ uniform float zfar; // camera clipping end
86
+
87
+ //------------------------------------------
88
+ //user variables
89
+
90
+ const int samples = SAMPLES; //samples on the first ring
91
+ const int rings = RINGS; //ring count
92
+
93
+ const int maxringsamples = rings * samples;
94
+
95
+ uniform bool manualdof; // manual dof calculation
96
+ float ndofstart = 1.0; // near dof blur start
97
+ float ndofdist = 2.0; // near dof blur falloff distance
98
+ float fdofstart = 1.0; // far dof blur start
99
+ float fdofdist = 3.0; // far dof blur falloff distance
100
+
101
+ float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
102
+
103
+ uniform bool vignetting; // use optical lens vignetting
104
+
105
+ float vignout = 1.3; // vignetting outer border
106
+ float vignin = 0.0; // vignetting inner border
107
+ float vignfade = 22.0; // f-stops till vignete fades
108
+
109
+ uniform bool shaderFocus;
110
+ // disable if you use external focalDepth value
111
+
112
+ uniform vec2 focusCoords;
113
+ // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
114
+ // if center of screen use vec2(0.5, 0.5);
115
+
116
+ uniform float maxblur;
117
+ //clamp value of max blur (0.0 = no blur, 1.0 default)
118
+
119
+ uniform float threshold; // highlight threshold;
120
+ uniform float gain; // highlight gain;
121
+
122
+ uniform float bias; // bokeh edge bias
123
+ uniform float fringe; // bokeh chromatic aberration / fringing
124
+
125
+ uniform bool noise; //use noise instead of pattern for sample dithering
126
+
127
+ uniform float dithering;
128
+
129
+ uniform bool depthblur; // blur the depth buffer
130
+ float dbsize = 1.25; // depth blur size
131
+
132
+ /*
133
+ next part is experimental
134
+ not looking good with small sample and ring count
135
+ looks okay starting from samples = 4, rings = 4
136
+ */
137
+
138
+ uniform bool pentagon; //use pentagon as bokeh shape?
139
+ float feather = 0.4; //pentagon shape feather
140
+
141
+ //------------------------------------------
142
+
143
+ float penta(vec2 coords) {
144
+ //pentagonal shape
145
+ float scale = float(rings) - 1.3;
146
+ vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
147
+ vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
148
+ vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
149
+ vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
150
+ vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
151
+ vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
152
+
153
+ vec4 one = vec4( 1.0 );
154
+
155
+ vec4 P = vec4((coords),vec2(scale, scale));
156
+
157
+ vec4 dist = vec4(0.0);
158
+ float inorout = -4.0;
159
+
160
+ dist.x = dot( P, HS0 );
161
+ dist.y = dot( P, HS1 );
162
+ dist.z = dot( P, HS2 );
163
+ dist.w = dot( P, HS3 );
164
+
165
+ dist = smoothstep( -feather, feather, dist );
166
+
167
+ inorout += dot( dist, one );
168
+
169
+ dist.x = dot( P, HS4 );
170
+ dist.y = HS5.w - abs( P.z );
171
+
172
+ dist = smoothstep( -feather, feather, dist );
173
+ inorout += dist.x;
174
+
175
+ return clamp( inorout, 0.0, 1.0 );
176
+ }
177
+
178
+ float bdepth(vec2 coords) {
179
+ // Depth buffer blur
180
+ float d = 0.0;
181
+ float kernel[9];
182
+ vec2 offset[9];
183
+
184
+ vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
185
+
186
+ offset[0] = vec2(-wh.x,-wh.y);
187
+ offset[1] = vec2( 0.0, -wh.y);
188
+ offset[2] = vec2( wh.x -wh.y);
189
+
190
+ offset[3] = vec2(-wh.x, 0.0);
191
+ offset[4] = vec2( 0.0, 0.0);
192
+ offset[5] = vec2( wh.x, 0.0);
193
+
194
+ offset[6] = vec2(-wh.x, wh.y);
195
+ offset[7] = vec2( 0.0, wh.y);
196
+ offset[8] = vec2( wh.x, wh.y);
197
+
198
+ kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
199
+ kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
200
+ kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
201
+
202
+
203
+ for( int i=0; i<9; i++ ) {
204
+ float tmp = texture2D(tDepth, coords + offset[i]).r;
205
+ d += tmp * kernel[i];
206
+ }
207
+
208
+ return d;
209
+ }
210
+
211
+
212
+ vec3 color(vec2 coords,float blur) {
213
+ //processing the sample
214
+
215
+ vec3 col = vec3(0.0);
216
+ vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
217
+
218
+ col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
219
+ col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
220
+ col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
221
+
222
+ vec3 lumcoeff = vec3(0.299,0.587,0.114);
223
+ float lum = dot(col.rgb, lumcoeff);
224
+ float thresh = max((lum-threshold)*gain, 0.0);
225
+ return col+mix(vec3(0.0),col,thresh*blur);
226
+ }
227
+
228
+ vec3 debugFocus(vec3 col, float blur, float depth) {
229
+ float edge = 0.002*depth; //distance based edge smoothing
230
+ float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
231
+ float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
232
+
233
+ col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
234
+ col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
235
+
236
+ return col;
237
+ }
238
+
239
+ float linearize(float depth) {
240
+ return -zfar * znear / (depth * (zfar - znear) - zfar);
241
+ }
242
+
243
+ float vignette() {
244
+ float dist = distance(vUv.xy, vec2(0.5,0.5));
245
+ dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
246
+ return clamp(dist,0.0,1.0);
247
+ }
248
+
249
+ float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
250
+ float rings2 = float(rings);
251
+ float step = PI*2.0 / float(ringsamples);
252
+ float pw = cos(j*step)*i;
253
+ float ph = sin(j*step)*i;
254
+ float p = 1.0;
255
+ if (pentagon) {
256
+ p = penta(vec2(pw,ph));
257
+ }
258
+ col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
259
+ return 1.0 * mix(1.0, i /rings2, bias) * p;
260
+ }
261
+
262
+ void main() {
263
+ //scene depth calculation
264
+
265
+ float depth = linearize(texture2D(tDepth,vUv.xy).x);
266
+
267
+ // Blur depth?
268
+ if ( depthblur ) {
269
+ depth = linearize(bdepth(vUv.xy));
270
+ }
271
+
272
+ //focal plane calculation
273
+
274
+ float fDepth = focalDepth;
275
+
276
+ if (shaderFocus) {
277
+
278
+ fDepth = linearize(texture2D(tDepth,focusCoords).x);
279
+
280
+ }
281
+
282
+ // dof blur factor calculation
283
+
284
+ float blur = 0.0;
285
+
286
+ if (manualdof) {
287
+ float a = depth-fDepth; // Focal plane
288
+ float b = (a-fdofstart)/fdofdist; // Far DoF
289
+ float c = (-a-ndofstart)/ndofdist; // Near Dof
290
+ blur = (a>0.0) ? b : c;
291
+ } else {
292
+ float f = focalLength; // focal length in mm
293
+ float d = fDepth*1000.0; // focal plane in mm
294
+ float o = depth*1000.0; // depth in mm
295
+
296
+ float a = (o*f)/(o-f);
297
+ float b = (d*f)/(d-f);
298
+ float c = (d-f)/(d*fstop*CoC);
299
+
300
+ blur = abs(a-b)*c;
301
+ }
302
+
303
+ blur = clamp(blur,0.0,1.0);
304
+
305
+ // calculation of pattern for dithering
306
+
307
+ vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
308
+
309
+ // getting blur x and y step factor
310
+
311
+ float w = (1.0/textureWidth)*blur*maxblur+noise.x;
312
+ float h = (1.0/textureHeight)*blur*maxblur+noise.y;
313
+
314
+ // calculation of final color
315
+
316
+ vec3 col = vec3(0.0);
317
+
318
+ if(blur < 0.05) {
319
+ //some optimization thingy
320
+ col = texture2D(tColor, vUv.xy).rgb;
321
+ } else {
322
+ col = texture2D(tColor, vUv.xy).rgb;
323
+ float s = 1.0;
324
+ int ringsamples;
325
+
326
+ for (int i = 1; i <= rings; i++) {
327
+ /*unboxstart*/
328
+ ringsamples = i * samples;
329
+
330
+ for (int j = 0 ; j < maxringsamples ; j++) {
331
+ if (j >= ringsamples) break;
332
+ s += gather(float(i), float(j), ringsamples, col, w, h, blur);
333
+ }
334
+ /*unboxend*/
335
+ }
336
+
337
+ col /= s; //divide by sample count
338
+ }
339
+
340
+ if (showFocus) {
341
+ col = debugFocus(col, blur, depth);
342
+ }
343
+
344
+ if (vignetting) {
345
+ col *= vignette();
346
+ }
347
+
348
+ gl_FragColor.rgb = col;
349
+ gl_FragColor.a = 1.0;
350
+
351
+ #include <tonemapping_fragment>
352
+ #include <colorspace_fragment>
353
+ }`
354
+
355
+ };
356
+
357
+ const BokehDepthShader = {
358
+
359
+ name: 'BokehDepthShader',
360
+
361
+ uniforms: {
362
+
363
+ 'mNear': { value: 1.0 },
364
+ 'mFar': { value: 1000.0 },
365
+
366
+ },
367
+
368
+ vertexShader: /* glsl */`
369
+
370
+ varying float vViewZDepth;
371
+
372
+ void main() {
373
+
374
+ #include <begin_vertex>
375
+ #include <project_vertex>
376
+
377
+ vViewZDepth = - mvPosition.z;
378
+
379
+ }`,
380
+
381
+ fragmentShader: /* glsl */`
382
+
383
+ uniform float mNear;
384
+ uniform float mFar;
385
+
386
+ varying float vViewZDepth;
387
+
388
+ void main() {
389
+
390
+ float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
391
+ gl_FragColor = vec4( vec3( color ), 1.0 );
392
+
393
+ }`
394
+
395
+ };
396
+
397
+ export { BokehShader, BokehDepthShader };