@needle-tools/three 0.162.2 → 0.162.3

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 (955) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53266 -53266
  4. package/build/three.module.js +53266 -53266
  5. package/examples/fonts/LICENSE +13 -13
  6. package/examples/fonts/README.md +11 -11
  7. package/examples/fonts/droid/NOTICE +190 -190
  8. package/examples/fonts/droid/README.txt +18 -18
  9. package/examples/fonts/ttf/README.md +9 -9
  10. package/examples/jsm/Addons.js +295 -295
  11. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  12. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  13. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  14. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  15. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  16. package/examples/jsm/capabilities/WebGL.js +108 -108
  17. package/examples/jsm/capabilities/WebGPU.js +57 -57
  18. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  19. package/examples/jsm/controls/DragControls.js +282 -282
  20. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  21. package/examples/jsm/controls/FlyControls.js +326 -326
  22. package/examples/jsm/controls/MapControls.js +28 -28
  23. package/examples/jsm/controls/OrbitControls.js +1548 -1548
  24. package/examples/jsm/controls/PointerLockControls.js +162 -162
  25. package/examples/jsm/controls/TrackballControls.js +828 -828
  26. package/examples/jsm/controls/TransformControls.js +1573 -1573
  27. package/examples/jsm/csm/CSM.js +384 -384
  28. package/examples/jsm/csm/CSMFrustum.js +152 -152
  29. package/examples/jsm/csm/CSMHelper.js +193 -193
  30. package/examples/jsm/csm/CSMShader.js +295 -295
  31. package/examples/jsm/curves/CurveExtras.js +422 -422
  32. package/examples/jsm/curves/NURBSCurve.js +80 -80
  33. package/examples/jsm/curves/NURBSSurface.js +52 -52
  34. package/examples/jsm/curves/NURBSUtils.js +542 -542
  35. package/examples/jsm/curves/NURBSVolume.js +62 -62
  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 -579
  46. package/examples/jsm/exporters/GLTFExporter.js +3322 -3321
  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 -720
  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 -174
  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 -144
  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 -237
  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 -572
  72. package/examples/jsm/interactive/InteractiveGroup.js +106 -106
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  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 -14849
  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 -14506
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -15
  99. package/examples/jsm/libs/stats.module.js +167 -167
  100. package/examples/jsm/libs/surfaceNet.js +200 -200
  101. package/examples/jsm/libs/tween.module.js +876 -876
  102. package/examples/jsm/libs/utif.module.js +1664 -1664
  103. package/examples/jsm/libs/zstddec.module.js +1 -1
  104. package/examples/jsm/lights/IESSpotLight.js +25 -25
  105. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  106. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  107. package/examples/jsm/lines/Line2.js +19 -19
  108. package/examples/jsm/lines/LineGeometry.js +79 -79
  109. package/examples/jsm/lines/LineMaterial.js +619 -619
  110. package/examples/jsm/lines/LineSegments2.js +361 -361
  111. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  112. package/examples/jsm/lines/Wireframe.js +56 -56
  113. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  114. package/examples/jsm/loaders/3DMLoader.js +1764 -1764
  115. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  116. package/examples/jsm/loaders/AMFLoader.js +521 -521
  117. package/examples/jsm/loaders/BVHLoader.js +437 -437
  118. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  119. package/examples/jsm/loaders/DDSLoader.js +318 -318
  120. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  121. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  122. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  123. package/examples/jsm/loaders/FontLoader.js +183 -183
  124. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  125. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  126. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -729
  127. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  128. package/examples/jsm/loaders/IESLoader.js +337 -337
  129. package/examples/jsm/loaders/KMZLoader.js +130 -130
  130. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  131. package/examples/jsm/loaders/KTXLoader.js +176 -176
  132. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  133. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  134. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  135. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  136. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  137. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  138. package/examples/jsm/loaders/LottieLoader.js +77 -77
  139. package/examples/jsm/loaders/MD2Loader.js +399 -399
  140. package/examples/jsm/loaders/MDDLoader.js +102 -102
  141. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  142. package/examples/jsm/loaders/MTLLoader.js +567 -567
  143. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  144. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  145. package/examples/jsm/loaders/OBJLoader.js +905 -905
  146. package/examples/jsm/loaders/PCDLoader.js +467 -467
  147. package/examples/jsm/loaders/PDBLoader.js +232 -232
  148. package/examples/jsm/loaders/PLYLoader.js +771 -771
  149. package/examples/jsm/loaders/PVRLoader.js +251 -251
  150. package/examples/jsm/loaders/RGBELoader.js +450 -450
  151. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  152. package/examples/jsm/loaders/STLLoader.js +410 -410
  153. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  154. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  155. package/examples/jsm/loaders/TGALoader.js +517 -517
  156. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  157. package/examples/jsm/loaders/TTFLoader.js +214 -214
  158. package/examples/jsm/loaders/TiltLoader.js +520 -520
  159. package/examples/jsm/loaders/USDZLoader.js +822 -822
  160. package/examples/jsm/loaders/VOXLoader.js +318 -318
  161. package/examples/jsm/loaders/VRMLLoader.js +3537 -3537
  162. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  163. package/examples/jsm/loaders/XYZLoader.js +106 -106
  164. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  165. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  166. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  167. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  168. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  169. package/examples/jsm/math/Capsule.js +82 -82
  170. package/examples/jsm/math/ColorConverter.js +36 -36
  171. package/examples/jsm/math/ConvexHull.js +1271 -1271
  172. package/examples/jsm/math/ImprovedNoise.js +71 -71
  173. package/examples/jsm/math/Lut.js +204 -204
  174. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  175. package/examples/jsm/math/OBB.js +423 -423
  176. package/examples/jsm/math/Octree.js +540 -540
  177. package/examples/jsm/math/SimplexNoise.js +444 -444
  178. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  179. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  180. package/examples/jsm/misc/Gyroscope.js +66 -66
  181. package/examples/jsm/misc/MD2Character.js +276 -276
  182. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  183. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  184. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  185. package/examples/jsm/misc/ProgressiveLightMap.js +324 -324
  186. package/examples/jsm/misc/RollerCoaster.js +566 -566
  187. package/examples/jsm/misc/Timer.js +128 -128
  188. package/examples/jsm/misc/TubePainter.js +202 -202
  189. package/examples/jsm/misc/Volume.js +473 -473
  190. package/examples/jsm/misc/VolumeSlice.js +229 -229
  191. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  192. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  193. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  194. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  195. package/examples/jsm/nodes/Nodes.js +195 -195
  196. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -10
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +119 -119
  201. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -144
  202. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  203. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  204. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  205. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  206. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -41
  207. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  208. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  209. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  210. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  211. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  212. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  213. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  214. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -160
  215. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  216. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  217. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -124
  218. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -72
  219. package/examples/jsm/nodes/accessors/TangentNode.js +109 -109
  220. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  221. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  222. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  223. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  224. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  225. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -140
  226. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  227. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  228. package/examples/jsm/nodes/code/CodeNode.js +84 -84
  229. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  230. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  231. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  232. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  233. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  234. package/examples/jsm/nodes/core/AssignNode.js +128 -128
  235. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  236. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  237. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  238. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  239. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  240. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  241. package/examples/jsm/nodes/core/InputNode.js +83 -83
  242. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  243. package/examples/jsm/nodes/core/Node.js +493 -493
  244. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  245. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1250
  246. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  247. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  248. package/examples/jsm/nodes/core/NodeFrame.js +143 -143
  249. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  250. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  251. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  252. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  253. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  254. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  255. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  256. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  257. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  258. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  259. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  260. package/examples/jsm/nodes/core/StackNode.js +89 -89
  261. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  262. package/examples/jsm/nodes/core/TempNode.js +58 -58
  263. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  264. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  265. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  266. package/examples/jsm/nodes/core/VarNode.js +60 -60
  267. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  268. package/examples/jsm/nodes/core/constants.js +28 -28
  269. package/examples/jsm/nodes/display/AfterImageNode.js +148 -148
  270. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -148
  271. package/examples/jsm/nodes/display/BlendModeNode.js +128 -128
  272. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  273. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -99
  274. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  275. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  276. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -190
  277. package/examples/jsm/nodes/display/NormalMapNode.js +106 -106
  278. package/examples/jsm/nodes/display/PassNode.js +183 -183
  279. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  280. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  281. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  282. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  284. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  286. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  287. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  288. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  290. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  292. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  293. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  294. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  295. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  296. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  297. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  298. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  299. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  300. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  301. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  302. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  303. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  304. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  305. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  306. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -241
  307. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  308. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  309. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  310. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  311. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  312. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  313. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  314. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  315. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  316. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  317. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  318. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  319. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  320. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  321. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -162
  322. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -436
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@@ -1,466 +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
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- */
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-
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 };
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 };