@needle-tools/three 0.169.20-experimental.0 → 0.183.2-canary.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1051) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +5 -6
  3. package/build/three.cjs +54184 -56703
  4. package/build/three.core.js +59506 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +11645 -73000
  7. package/build/three.module.min.js +2 -2
  8. package/build/three.tsl.js +648 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +53912 -51652
  11. package/build/three.webgpu.min.js +2 -2
  12. package/build/three.webgpu.nodes.js +53888 -51806
  13. package/build/three.webgpu.nodes.min.js +2 -2
  14. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  15. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  16. package/examples/jsm/Addons.js +5 -15
  17. package/examples/jsm/animation/AnimationClipCreator.js +58 -6
  18. package/examples/jsm/animation/CCDIKSolver.js +152 -45
  19. package/examples/jsm/capabilities/WebGL.js +28 -29
  20. package/examples/jsm/capabilities/WebGPU.js +19 -17
  21. package/examples/jsm/controls/ArcballControls.js +474 -178
  22. package/examples/jsm/controls/DragControls.js +100 -58
  23. package/examples/jsm/controls/FirstPersonControls.js +116 -6
  24. package/examples/jsm/controls/FlyControls.js +50 -2
  25. package/examples/jsm/controls/MapControls.js +96 -8
  26. package/examples/jsm/controls/OrbitControls.js +496 -57
  27. package/examples/jsm/controls/PointerLockControls.js +115 -22
  28. package/examples/jsm/controls/TrackballControls.js +166 -14
  29. package/examples/jsm/controls/TransformControls.js +336 -26
  30. package/examples/jsm/csm/CSM.js +232 -18
  31. package/examples/jsm/csm/CSMFrustum.js +61 -4
  32. package/examples/jsm/csm/CSMHelper.js +50 -0
  33. package/examples/jsm/csm/CSMShader.js +13 -1
  34. package/examples/jsm/csm/CSMShadowNode.js +599 -0
  35. package/examples/jsm/curves/CurveExtras.js +303 -31
  36. package/examples/jsm/curves/NURBSCurve.js +91 -16
  37. package/examples/jsm/curves/NURBSSurface.js +52 -6
  38. package/examples/jsm/curves/NURBSUtils.js +102 -112
  39. package/examples/jsm/curves/NURBSVolume.js +24 -4
  40. package/examples/jsm/effects/AnaglyphEffect.js +134 -7
  41. package/examples/jsm/effects/AsciiEffect.js +69 -22
  42. package/examples/jsm/effects/OutlineEffect.js +61 -111
  43. package/examples/jsm/effects/ParallaxBarrierEffect.js +30 -0
  44. package/examples/jsm/effects/StereoEffect.js +31 -0
  45. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  46. package/examples/jsm/environments/DebugEnvironment.js +50 -0
  47. package/examples/jsm/environments/RoomEnvironment.js +83 -42
  48. package/examples/jsm/exporters/DRACOExporter.js +56 -14
  49. package/examples/jsm/exporters/EXRExporter.js +40 -9
  50. package/examples/jsm/exporters/GLTFExporter.js +502 -169
  51. package/examples/jsm/exporters/OBJExporter.js +21 -1
  52. package/examples/jsm/exporters/PLYExporter.js +44 -12
  53. package/examples/jsm/exporters/STLExporter.js +27 -5
  54. package/examples/jsm/exporters/USDZExporter.js +781 -291
  55. package/examples/jsm/geometries/BoxLineGeometry.js +23 -0
  56. package/examples/jsm/geometries/ConvexGeometry.js +19 -0
  57. package/examples/jsm/geometries/DecalGeometry.js +91 -30
  58. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  59. package/examples/jsm/geometries/ParametricGeometry.js +38 -5
  60. package/examples/jsm/geometries/RoundedBoxGeometry.js +68 -7
  61. package/examples/jsm/geometries/TeapotGeometry.js +23 -38
  62. package/examples/jsm/geometries/TextGeometry.js +48 -29
  63. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  64. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  65. package/examples/jsm/helpers/LightProbeHelper.js +36 -0
  66. package/examples/jsm/helpers/LightProbeHelperGPU.js +38 -1
  67. package/examples/jsm/helpers/OctreeHelper.js +36 -0
  68. package/examples/jsm/helpers/PositionalAudioHelper.js +60 -0
  69. package/examples/jsm/helpers/RapierHelper.js +59 -0
  70. package/examples/jsm/helpers/RectAreaLightHelper.js +36 -3
  71. package/examples/jsm/helpers/TextureHelper.js +28 -0
  72. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  73. package/examples/jsm/helpers/VertexNormalsHelper.js +61 -2
  74. package/examples/jsm/helpers/VertexTangentsHelper.js +47 -2
  75. package/examples/jsm/helpers/ViewHelper.js +181 -9
  76. package/examples/jsm/inspector/Inspector.js +487 -0
  77. package/examples/jsm/inspector/RendererInspector.js +425 -0
  78. package/examples/jsm/inspector/tabs/Console.js +238 -0
  79. package/examples/jsm/inspector/tabs/Parameters.js +348 -0
  80. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  81. package/examples/jsm/inspector/tabs/Viewer.js +166 -0
  82. package/examples/jsm/inspector/ui/Graph.js +95 -0
  83. package/examples/jsm/inspector/ui/Item.js +170 -0
  84. package/examples/jsm/inspector/ui/List.js +75 -0
  85. package/examples/jsm/inspector/ui/Profiler.js +1975 -0
  86. package/examples/jsm/inspector/ui/Style.js +1613 -0
  87. package/examples/jsm/inspector/ui/Tab.js +233 -0
  88. package/examples/jsm/inspector/ui/Values.js +439 -0
  89. package/examples/jsm/inspector/ui/utils.js +56 -0
  90. package/examples/jsm/interactive/HTMLMesh.js +43 -12
  91. package/examples/jsm/interactive/InteractiveGroup.js +170 -52
  92. package/examples/jsm/interactive/SelectionBox.js +106 -9
  93. package/examples/jsm/interactive/SelectionHelper.js +76 -30
  94. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  95. package/examples/jsm/libs/meshopt_decoder.module.js +76 -58
  96. package/examples/jsm/libs/motion-controllers.module.js +1 -1
  97. package/examples/jsm/lighting/TiledLighting.js +42 -0
  98. package/examples/jsm/lights/LightProbeGenerator.js +44 -7
  99. package/examples/jsm/lights/RectAreaLightTexturesLib.js +50 -14
  100. package/examples/jsm/lights/RectAreaLightUniformsLib.js +16 -0
  101. package/examples/jsm/lines/Line2.js +41 -4
  102. package/examples/jsm/lines/LineGeometry.js +80 -2
  103. package/examples/jsm/lines/LineMaterial.js +105 -5
  104. package/examples/jsm/lines/LineSegments2.js +54 -4
  105. package/examples/jsm/lines/LineSegmentsGeometry.js +65 -8
  106. package/examples/jsm/lines/Wireframe.js +41 -4
  107. package/examples/jsm/lines/WireframeGeometry2.js +27 -2
  108. package/examples/jsm/lines/webgpu/Line2.js +28 -2
  109. package/examples/jsm/lines/webgpu/LineSegments2.js +59 -24
  110. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  111. package/examples/jsm/loaders/3DMLoader.js +78 -6
  112. package/examples/jsm/loaders/3MFLoader.js +148 -7
  113. package/examples/jsm/loaders/AMFLoader.js +34 -14
  114. package/examples/jsm/loaders/BVHLoader.js +59 -12
  115. package/examples/jsm/loaders/ColladaLoader.js +61 -4027
  116. package/examples/jsm/loaders/DDSLoader.js +68 -1
  117. package/examples/jsm/loaders/DRACOLoader.js +146 -22
  118. package/examples/jsm/loaders/EXRLoader.js +255 -34
  119. package/examples/jsm/loaders/FBXLoader.js +80 -42
  120. package/examples/jsm/loaders/FontLoader.js +83 -6
  121. package/examples/jsm/loaders/GCodeLoader.js +71 -14
  122. package/examples/jsm/loaders/GLTFLoader.js +381 -263
  123. package/examples/jsm/loaders/HDRCubeTextureLoader.js +52 -3
  124. package/examples/jsm/loaders/HDRLoader.js +485 -0
  125. package/examples/jsm/loaders/IESLoader.js +42 -0
  126. package/examples/jsm/loaders/KMZLoader.js +39 -6
  127. package/examples/jsm/loaders/KTX2Loader.js +124 -48
  128. package/examples/jsm/loaders/KTXLoader.js +31 -10
  129. package/examples/jsm/loaders/LDrawLoader.js +192 -145
  130. package/examples/jsm/loaders/LUT3dlLoader.js +47 -10
  131. package/examples/jsm/loaders/LUTCubeLoader.js +46 -9
  132. package/examples/jsm/loaders/LUTImageLoader.js +79 -38
  133. package/examples/jsm/loaders/LWOLoader.js +54 -59
  134. package/examples/jsm/loaders/LottieLoader.js +54 -1
  135. package/examples/jsm/loaders/MD2Loader.js +37 -1
  136. package/examples/jsm/loaders/MDDLoader.js +57 -12
  137. package/examples/jsm/loaders/MTLLoader.js +60 -35
  138. package/examples/jsm/loaders/MaterialXLoader.js +268 -34
  139. package/examples/jsm/loaders/NRRDLoader.js +40 -8
  140. package/examples/jsm/loaders/OBJLoader.js +51 -2
  141. package/examples/jsm/loaders/PCDLoader.js +173 -21
  142. package/examples/jsm/loaders/PDBLoader.js +41 -2
  143. package/examples/jsm/loaders/PLYLoader.js +70 -39
  144. package/examples/jsm/loaders/PVRLoader.js +25 -6
  145. package/examples/jsm/loaders/RGBELoader.js +6 -438
  146. package/examples/jsm/loaders/STLLoader.js +48 -38
  147. package/examples/jsm/loaders/SVGLoader.js +119 -25
  148. package/examples/jsm/loaders/TDSLoader.js +92 -74
  149. package/examples/jsm/loaders/TGALoader.js +23 -2
  150. package/examples/jsm/loaders/TIFFLoader.js +23 -0
  151. package/examples/jsm/loaders/TTFLoader.js +50 -3
  152. package/examples/jsm/loaders/USDLoader.js +279 -0
  153. package/examples/jsm/loaders/USDZLoader.js +4 -858
  154. package/examples/jsm/loaders/UltraHDRLoader.js +338 -166
  155. package/examples/jsm/loaders/VOXLoader.js +688 -87
  156. package/examples/jsm/loaders/VRMLLoader.js +121 -12
  157. package/examples/jsm/loaders/VTKLoader.js +77 -25
  158. package/examples/jsm/loaders/XYZLoader.js +36 -0
  159. package/examples/jsm/loaders/collada/ColladaComposer.js +2950 -0
  160. package/examples/jsm/loaders/collada/ColladaParser.js +1962 -0
  161. package/examples/jsm/loaders/lwo/IFFParser.js +77 -77
  162. package/examples/jsm/loaders/usd/USDAParser.js +822 -0
  163. package/examples/jsm/loaders/usd/USDCParser.js +1852 -0
  164. package/examples/jsm/loaders/usd/USDComposer.js +4041 -0
  165. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  166. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  167. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  168. package/examples/jsm/math/Capsule.js +91 -14
  169. package/examples/jsm/math/ColorConverter.js +22 -0
  170. package/examples/jsm/math/ColorSpaces.js +74 -2
  171. package/examples/jsm/math/ConvexHull.js +517 -93
  172. package/examples/jsm/math/ImprovedNoise.js +32 -15
  173. package/examples/jsm/math/Lut.js +113 -0
  174. package/examples/jsm/math/MeshSurfaceSampler.js +78 -13
  175. package/examples/jsm/math/OBB.js +141 -29
  176. package/examples/jsm/math/Octree.js +283 -7
  177. package/examples/jsm/math/SimplexNoise.js +68 -42
  178. package/examples/jsm/misc/ConvexObjectBreaker.js +45 -25
  179. package/examples/jsm/misc/GPUComputationRenderer.js +96 -20
  180. package/examples/jsm/misc/Gyroscope.js +12 -0
  181. package/examples/jsm/misc/MD2Character.js +117 -2
  182. package/examples/jsm/misc/MD2CharacterComplex.js +175 -11
  183. package/examples/jsm/misc/MorphAnimMesh.js +44 -0
  184. package/examples/jsm/misc/MorphBlendMesh.js +103 -0
  185. package/examples/jsm/misc/ProgressiveLightMap.js +100 -54
  186. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  187. package/examples/jsm/misc/RollerCoaster.js +57 -0
  188. package/examples/jsm/misc/TubePainter.js +437 -40
  189. package/examples/jsm/misc/Volume.js +123 -76
  190. package/examples/jsm/misc/VolumeSlice.js +95 -49
  191. package/examples/jsm/modifiers/CurveModifier.js +66 -38
  192. package/examples/jsm/modifiers/CurveModifierGPU.js +42 -19
  193. package/examples/jsm/modifiers/EdgeSplitModifier.js +20 -0
  194. package/examples/jsm/modifiers/SimplifyModifier.js +24 -10
  195. package/examples/jsm/modifiers/TessellateModifier.js +35 -2
  196. package/examples/jsm/objects/GroundedSkybox.js +25 -6
  197. package/examples/jsm/objects/Lensflare.js +94 -2
  198. package/examples/jsm/objects/LensflareMesh.js +64 -10
  199. package/examples/jsm/objects/MarchingCubes.js +90 -5
  200. package/examples/jsm/objects/Reflector.js +76 -2
  201. package/examples/jsm/objects/ReflectorForSSRPass.js +41 -0
  202. package/examples/jsm/objects/Refractor.js +62 -0
  203. package/examples/jsm/objects/ShadowMesh.js +54 -4
  204. package/examples/jsm/objects/Sky.js +106 -16
  205. package/examples/jsm/objects/SkyMesh.js +211 -38
  206. package/examples/jsm/objects/Water.js +49 -8
  207. package/examples/jsm/objects/Water2.js +49 -7
  208. package/examples/jsm/objects/Water2Mesh.js +50 -9
  209. package/examples/jsm/objects/WaterMesh.js +136 -43
  210. package/examples/jsm/physics/AmmoPhysics.js +60 -7
  211. package/examples/jsm/physics/JoltPhysics.js +65 -12
  212. package/examples/jsm/physics/RapierPhysics.js +217 -21
  213. package/examples/jsm/postprocessing/AfterimagePass.js +110 -29
  214. package/examples/jsm/postprocessing/BloomPass.js +128 -26
  215. package/examples/jsm/postprocessing/BokehPass.js +99 -22
  216. package/examples/jsm/postprocessing/ClearPass.js +54 -3
  217. package/examples/jsm/postprocessing/CubeTexturePass.js +82 -21
  218. package/examples/jsm/postprocessing/DotScreenPass.js +59 -10
  219. package/examples/jsm/postprocessing/EffectComposer.js +140 -6
  220. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  221. package/examples/jsm/postprocessing/FilmPass.js +54 -5
  222. package/examples/jsm/postprocessing/GTAOPass.js +202 -57
  223. package/examples/jsm/postprocessing/GlitchPass.js +86 -34
  224. package/examples/jsm/postprocessing/HalftonePass.js +65 -10
  225. package/examples/jsm/postprocessing/LUTPass.js +38 -8
  226. package/examples/jsm/postprocessing/MaskPass.js +91 -0
  227. package/examples/jsm/postprocessing/OutlinePass.js +272 -135
  228. package/examples/jsm/postprocessing/OutputPass.js +65 -14
  229. package/examples/jsm/postprocessing/Pass.js +100 -4
  230. package/examples/jsm/postprocessing/RenderPass.js +94 -0
  231. package/examples/jsm/postprocessing/RenderPixelatedPass.js +124 -45
  232. package/examples/jsm/postprocessing/RenderTransitionPass.js +120 -21
  233. package/examples/jsm/postprocessing/SAOPass.js +128 -55
  234. package/examples/jsm/postprocessing/SMAAPass.js +106 -75
  235. package/examples/jsm/postprocessing/SSAARenderPass.js +118 -35
  236. package/examples/jsm/postprocessing/SSAOPass.js +173 -60
  237. package/examples/jsm/postprocessing/SSRPass.js +268 -53
  238. package/examples/jsm/postprocessing/SavePass.js +69 -16
  239. package/examples/jsm/postprocessing/ShaderPass.js +65 -7
  240. package/examples/jsm/postprocessing/TAARenderPass.js +79 -24
  241. package/examples/jsm/postprocessing/TexturePass.js +72 -8
  242. package/examples/jsm/postprocessing/UnrealBloomPass.js +168 -59
  243. package/examples/jsm/renderers/CSS2DRenderer.js +98 -5
  244. package/examples/jsm/renderers/CSS3DRenderer.js +111 -7
  245. package/examples/jsm/renderers/Projector.js +288 -32
  246. package/examples/jsm/renderers/SVGRenderer.js +323 -61
  247. package/examples/jsm/renderers/webgl-legacy/nodes/GLSL1NodeBuilder.js +3 -1
  248. package/examples/jsm/renderers/webgl-legacy/nodes/SlotNode.js +1 -1
  249. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +5 -1
  250. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +12 -5
  251. package/examples/jsm/shaders/AfterimageShader.js +8 -3
  252. package/examples/jsm/shaders/BasicShader.js +8 -1
  253. package/examples/jsm/shaders/BleachBypassShader.js +10 -3
  254. package/examples/jsm/shaders/BlendShader.js +8 -1
  255. package/examples/jsm/shaders/BokehShader.js +9 -3
  256. package/examples/jsm/shaders/BokehShader2.js +11 -4
  257. package/examples/jsm/shaders/BrightnessContrastShader.js +10 -4
  258. package/examples/jsm/shaders/ColorCorrectionShader.js +8 -1
  259. package/examples/jsm/shaders/ColorifyShader.js +8 -1
  260. package/examples/jsm/shaders/ConvolutionShader.js +9 -38
  261. package/examples/jsm/shaders/CopyShader.js +8 -1
  262. package/examples/jsm/shaders/DOFMipMapShader.js +10 -3
  263. package/examples/jsm/shaders/DepthLimitedBlurShader.js +10 -1
  264. package/examples/jsm/shaders/DigitalGlitch.js +10 -7
  265. package/examples/jsm/shaders/DotScreenShader.js +8 -3
  266. package/examples/jsm/shaders/ExposureShader.js +8 -1
  267. package/examples/jsm/shaders/FXAAShader.js +233 -221
  268. package/examples/jsm/shaders/FilmShader.js +13 -0
  269. package/examples/jsm/shaders/FocusShader.js +8 -3
  270. package/examples/jsm/shaders/FreiChenShader.js +10 -3
  271. package/examples/jsm/shaders/GTAOShader.js +55 -45
  272. package/examples/jsm/shaders/GammaCorrectionShader.js +11 -2
  273. package/examples/jsm/shaders/HalftoneShader.js +24 -4
  274. package/examples/jsm/shaders/HorizontalBlurShader.js +12 -3
  275. package/examples/jsm/shaders/HorizontalTiltShiftShader.js +9 -2
  276. package/examples/jsm/shaders/HueSaturationShader.js +10 -3
  277. package/examples/jsm/shaders/KaleidoShader.js +11 -4
  278. package/examples/jsm/shaders/LuminosityHighPassShader.js +8 -4
  279. package/examples/jsm/shaders/LuminosityShader.js +8 -2
  280. package/examples/jsm/shaders/MirrorShader.js +10 -4
  281. package/examples/jsm/shaders/NormalMapShader.js +7 -2
  282. package/examples/jsm/shaders/OutputShader.js +19 -1
  283. package/examples/jsm/shaders/PoissonDenoiseShader.js +30 -17
  284. package/examples/jsm/shaders/RGBShiftShader.js +8 -1
  285. package/examples/jsm/shaders/SAOShader.js +27 -5
  286. package/examples/jsm/shaders/SMAAShader.js +24 -1
  287. package/examples/jsm/shaders/SSAOShader.js +37 -6
  288. package/examples/jsm/shaders/SSRShader.js +32 -6
  289. package/examples/jsm/shaders/SepiaShader.js +8 -3
  290. package/examples/jsm/shaders/SobelOperatorShader.js +9 -3
  291. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +13 -8
  292. package/examples/jsm/shaders/TechnicolorShader.js +10 -4
  293. package/examples/jsm/shaders/ToonShader.js +29 -6
  294. package/examples/jsm/shaders/TriangleBlurShader.js +9 -4
  295. package/examples/jsm/shaders/UnpackDepthRGBAShader.js +19 -6
  296. package/examples/jsm/shaders/VelocityShader.js +8 -1
  297. package/examples/jsm/shaders/VerticalBlurShader.js +9 -2
  298. package/examples/jsm/shaders/VerticalTiltShiftShader.js +8 -1
  299. package/examples/jsm/shaders/VignetteShader.js +8 -3
  300. package/examples/jsm/shaders/VolumeShader.js +11 -2
  301. package/examples/jsm/shaders/WaterRefractionShader.js +11 -0
  302. package/examples/jsm/textures/FlakesTexture.js +14 -0
  303. package/examples/jsm/transpiler/AST.js +436 -31
  304. package/examples/jsm/transpiler/GLSLDecoder.js +380 -135
  305. package/examples/jsm/transpiler/Linker.js +327 -0
  306. package/examples/jsm/transpiler/ShaderToyDecoder.js +3 -1
  307. package/examples/jsm/transpiler/TSLEncoder.js +363 -97
  308. package/examples/jsm/transpiler/Transpiler.js +50 -1
  309. package/examples/jsm/transpiler/TranspilerUtils.js +29 -0
  310. package/examples/jsm/transpiler/WGSLEncoder.js +839 -0
  311. package/examples/jsm/tsl/display/AfterImageNode.js +244 -0
  312. package/examples/jsm/tsl/display/AnaglyphPassNode.js +549 -0
  313. package/examples/jsm/tsl/display/AnamorphicNode.js +282 -0
  314. package/examples/jsm/tsl/display/BilateralBlurNode.js +364 -0
  315. package/{src/nodes → examples/jsm/tsl}/display/BleachBypass.js +11 -4
  316. package/examples/jsm/tsl/display/BloomNode.js +534 -0
  317. package/examples/jsm/tsl/display/CRT.js +150 -0
  318. package/examples/jsm/tsl/display/ChromaticAberrationNode.js +207 -0
  319. package/examples/jsm/tsl/display/DenoiseNode.js +334 -0
  320. package/examples/jsm/tsl/display/DepthOfFieldNode.js +554 -0
  321. package/examples/jsm/tsl/display/DotScreenNode.js +104 -0
  322. package/examples/jsm/tsl/display/FXAANode.js +365 -0
  323. package/examples/jsm/tsl/display/FilmNode.js +101 -0
  324. package/examples/jsm/tsl/display/GTAONode.js +571 -0
  325. package/examples/jsm/tsl/display/GaussianBlurNode.js +389 -0
  326. package/examples/jsm/tsl/display/GodraysNode.js +624 -0
  327. package/examples/jsm/tsl/display/LensflareNode.js +279 -0
  328. package/examples/jsm/tsl/display/Lut3DNode.js +109 -0
  329. package/examples/jsm/tsl/display/MotionBlur.js +33 -0
  330. package/examples/jsm/tsl/display/OutlineNode.js +762 -0
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  1027. package/src/nodes/display/FXAANode.js +0 -332
  1028. package/src/nodes/display/FilmNode.js +0 -56
  1029. package/src/nodes/display/GTAONode.js +0 -331
  1030. package/src/nodes/display/GaussianBlurNode.js +0 -213
  1031. package/src/nodes/display/Lut3DNode.js +0 -57
  1032. package/src/nodes/display/MotionBlur.js +0 -25
  1033. package/src/nodes/display/ParallaxBarrierPassNode.js +0 -58
  1034. package/src/nodes/display/PixelationPassNode.js +0 -213
  1035. package/src/nodes/display/PosterizeNode.js +0 -33
  1036. package/src/nodes/display/RGBShiftNode.js +0 -53
  1037. package/src/nodes/display/StereoCompositePassNode.js +0 -110
  1038. package/src/nodes/display/TransitionNode.js +0 -80
  1039. package/src/nodes/fog/FogExp2Node.js +0 -35
  1040. package/src/nodes/fog/FogNode.js +0 -50
  1041. package/src/nodes/fog/FogRangeNode.js +0 -36
  1042. package/src/nodes/functions/BSDF/DFGApprox.js +0 -30
  1043. package/src/nodes/utils/EquirectUVNode.js +0 -36
  1044. package/src/nodes/utils/MatcapUVNode.js +0 -33
  1045. package/src/nodes/utils/OscNode.js +0 -85
  1046. package/src/nodes/utils/SpriteSheetUVNode.js +0 -45
  1047. package/src/nodes/utils/TimerNode.js +0 -97
  1048. package/src/nodes/utils/TriplanarTexturesNode.js +0 -64
  1049. package/src/renderers/common/nodes/Nodes.js +0 -534
  1050. package/src/renderers/webgl/WebGLCubeMaps.js +0 -99
  1051. package/src/renderers/webgl/WebGLCubeUVMaps.js +0 -136
@@ -0,0 +1,656 @@
1
+ import { HalfFloatType, RenderTarget, Vector2, RendererUtils, QuadMesh, TempNode, NodeMaterial, NodeUpdateType, LinearFilter, LinearMipmapLinearFilter } from 'three/webgpu';
2
+ import { texture, reference, viewZToPerspectiveDepth, logarithmicDepthToViewZ, getScreenPosition, getViewPosition, mul, div, cross, float, Continue, Break, Loop, int, max, abs, sub, If, dot, reflect, normalize, screenCoordinate, nodeObject, Fn, passTexture, uv, uniform, perspectiveDepthToViewZ, orthographicDepthToViewZ, vec2, vec3, vec4 } from 'three/tsl';
3
+ import { boxBlur } from './boxBlur.js';
4
+
5
+ const _quadMesh = /*@__PURE__*/ new QuadMesh();
6
+ const _size = /*@__PURE__*/ new Vector2();
7
+ let _rendererState;
8
+
9
+ /**
10
+ * Post processing node for computing screen space reflections (SSR).
11
+ *
12
+ * Reference: {@link https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html}
13
+ *
14
+ * @augments TempNode
15
+ * @three_import import { ssr } from 'three/addons/tsl/display/SSRNode.js';
16
+ */
17
+ class SSRNode extends TempNode {
18
+
19
+ static get type() {
20
+
21
+ return 'SSRNode';
22
+
23
+ }
24
+
25
+ /**
26
+ * Constructs a new SSR node.
27
+ *
28
+ * @param {Node<vec4>} colorNode - The node that represents the beauty pass.
29
+ * @param {Node<float>} depthNode - A node that represents the beauty pass's depth.
30
+ * @param {Node<vec3>} normalNode - A node that represents the beauty pass's normals.
31
+ * @param {Node<float>} metalnessNode - A node that represents the beauty pass's metalness.
32
+ * @param {?Node<float>} [roughnessNode=null] - A node that represents the beauty pass's roughness.
33
+ * @param {?Camera} [camera=null] - The camera the scene is rendered with.
34
+ */
35
+ constructor( colorNode, depthNode, normalNode, metalnessNode, roughnessNode = null, camera = null ) {
36
+
37
+ super( 'vec4' );
38
+
39
+ /**
40
+ * The node that represents the beauty pass.
41
+ *
42
+ * @type {Node<vec4>}
43
+ */
44
+ this.colorNode = colorNode;
45
+
46
+ /**
47
+ * A node that represents the beauty pass's depth.
48
+ *
49
+ * @type {Node<float>}
50
+ */
51
+ this.depthNode = depthNode;
52
+
53
+ /**
54
+ * A node that represents the beauty pass's normals.
55
+ *
56
+ * @type {Node<vec3>}
57
+ */
58
+ this.normalNode = normalNode;
59
+
60
+ /**
61
+ * A node that represents the beauty pass's metalness.
62
+ *
63
+ * @type {Node<float>}
64
+ */
65
+ this.metalnessNode = metalnessNode;
66
+
67
+ /**
68
+ * Whether the SSR reflections should be blurred or not. Blurring is a costly
69
+ * operation so turn it off if you encounter performance issues on certain
70
+ * devices.
71
+ *
72
+ * @private
73
+ * @type {Node<float>}
74
+ * @default false
75
+ */
76
+ this.roughnessNode = roughnessNode;
77
+
78
+ /**
79
+ * The resolution scale. Valid values are in the range
80
+ * `[0,1]`. `1` means best quality but also results in
81
+ * more computational overhead. Setting to `0.5` means
82
+ * the effect is computed in half-resolution.
83
+ *
84
+ * @type {number}
85
+ * @default 1
86
+ */
87
+ this.resolutionScale = 1;
88
+
89
+ /**
90
+ * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
91
+ * its effect once per frame in `updateBefore()`.
92
+ *
93
+ * @type {string}
94
+ * @default 'frame'
95
+ */
96
+ this.updateBeforeType = NodeUpdateType.FRAME;
97
+
98
+ /**
99
+ * Controls how far a fragment can reflect. Increasing this value result in more
100
+ * computational overhead but also increases the reflection distance.
101
+ *
102
+ * @type {UniformNode<float>}
103
+ */
104
+ this.maxDistance = uniform( 1 );
105
+
106
+ /**
107
+ * Controls the cutoff between what counts as a possible reflection hit and what does not.
108
+ *
109
+ * @type {UniformNode<float>}
110
+ */
111
+ this.thickness = uniform( 0.1 );
112
+
113
+ /**
114
+ * Controls how the SSR reflections are blended with the beauty pass.
115
+ *
116
+ * @type {UniformNode<float>}
117
+ */
118
+ this.opacity = uniform( 1 );
119
+
120
+ /**
121
+ * This parameter controls how detailed the raymarching process works.
122
+ * The value ranges is `[0,1]` where `1` means best quality (the maximum number
123
+ * of raymarching iterations/samples) and `0` means no samples at all.
124
+ *
125
+ * A quality of `0.5` is usually sufficient for most use cases. Try to keep
126
+ * this parameter as low as possible. Larger values result in noticeable more
127
+ * overhead.
128
+ *
129
+ * @type {UniformNode<float>}
130
+ */
131
+ this.quality = uniform( 0.5 );
132
+
133
+ /**
134
+ * The quality of the blur. Must be an integer in the range `[1,3]`.
135
+ *
136
+ * @type {UniformNode<int>}
137
+ */
138
+ this.blurQuality = uniform( 2 );
139
+
140
+ //
141
+
142
+ if ( camera === null ) {
143
+
144
+ if ( this.colorNode.passNode && this.colorNode.passNode.isPassNode === true ) {
145
+
146
+ camera = this.colorNode.passNode.camera;
147
+
148
+ } else {
149
+
150
+ throw new Error( 'THREE.TSL: No camera found. ssr() requires a camera.' );
151
+
152
+ }
153
+
154
+ }
155
+
156
+ /**
157
+ * The camera the scene is rendered with.
158
+ *
159
+ * @type {Camera}
160
+ */
161
+ this.camera = camera;
162
+
163
+ /**
164
+ * The spread of the blur. Automatically set when generating mips.
165
+ *
166
+ * @private
167
+ * @type {UniformNode<int>}
168
+ */
169
+ this._blurSpread = uniform( 1 );
170
+
171
+ /**
172
+ * Represents the projection matrix of the scene's camera.
173
+ *
174
+ * @private
175
+ * @type {UniformNode<mat4>}
176
+ */
177
+ this._cameraProjectionMatrix = uniform( camera.projectionMatrix );
178
+
179
+ /**
180
+ * Represents the inverse projection matrix of the scene's camera.
181
+ *
182
+ * @private
183
+ * @type {UniformNode<mat4>}
184
+ */
185
+ this._cameraProjectionMatrixInverse = uniform( camera.projectionMatrixInverse );
186
+
187
+ /**
188
+ * Represents the near value of the scene's camera.
189
+ *
190
+ * @private
191
+ * @type {ReferenceNode<float>}
192
+ */
193
+ this._cameraNear = reference( 'near', 'float', camera );
194
+
195
+ /**
196
+ * Represents the far value of the scene's camera.
197
+ *
198
+ * @private
199
+ * @type {ReferenceNode<float>}
200
+ */
201
+ this._cameraFar = reference( 'far', 'float', camera );
202
+
203
+ /**
204
+ * Whether the scene's camera is perspective or orthographic.
205
+ *
206
+ * @private
207
+ * @type {UniformNode<bool>}
208
+ */
209
+ this._isPerspectiveCamera = uniform( camera.isPerspectiveCamera === true );
210
+
211
+ /**
212
+ * The resolution of the pass.
213
+ *
214
+ * @private
215
+ * @type {UniformNode<vec2>}
216
+ */
217
+ this._resolution = uniform( new Vector2() );
218
+
219
+ /**
220
+ * The render target the SSR is rendered into.
221
+ *
222
+ * @private
223
+ * @type {RenderTarget}
224
+ */
225
+ this._ssrRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
226
+ this._ssrRenderTarget.texture.name = 'SSRNode.SSR';
227
+
228
+ /**
229
+ * The render target for the blurred SSR reflections.
230
+ *
231
+ * @private
232
+ * @type {RenderTarget}
233
+ */
234
+ this._blurRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, minFilter: LinearMipmapLinearFilter, magFilter: LinearFilter } );
235
+ this._blurRenderTarget.texture.name = 'SSRNode.Blur';
236
+ this._blurRenderTarget.texture.mipmaps.push( {}, {}, {}, {}, {} );
237
+
238
+ /**
239
+ * The material that is used to render the effect.
240
+ *
241
+ * @private
242
+ * @type {NodeMaterial}
243
+ */
244
+ this._ssrMaterial = new NodeMaterial();
245
+ this._ssrMaterial.name = 'SSRNode.SSR';
246
+
247
+ /**
248
+ * The blur material.
249
+ *
250
+ * @private
251
+ * @type {NodeMaterial}
252
+ */
253
+ this._blurMaterial = new NodeMaterial();
254
+ this._blurMaterial.name = 'SSRNode.Blur';
255
+
256
+ /**
257
+ * The copy material.
258
+ *
259
+ * @private
260
+ * @type {NodeMaterial}
261
+ */
262
+ this._copyMaterial = new NodeMaterial();
263
+ this._copyMaterial.name = 'SSRNode.Copy';
264
+
265
+ /**
266
+ * The result of the effect is represented as a separate texture node.
267
+ *
268
+ * @private
269
+ * @type {PassTextureNode}
270
+ */
271
+ this._textureNode = passTexture( this, this._ssrRenderTarget.texture );
272
+
273
+ let blurredTextureNode = null;
274
+
275
+ if ( this.roughnessNode !== null ) {
276
+
277
+ const mips = this._blurRenderTarget.texture.mipmaps.length - 1;
278
+ const r = float( this.roughnessNode );
279
+ const lod = r.mul( r ).mul( mips ).clamp( 0, mips );
280
+
281
+ blurredTextureNode = passTexture( this, this._blurRenderTarget.texture ).level( lod );
282
+
283
+ }
284
+
285
+ /**
286
+ * Holds the blurred SSR reflections.
287
+ *
288
+ * @private
289
+ * @type {?PassTextureNode}
290
+ */
291
+ this._blurredTextureNode = blurredTextureNode;
292
+
293
+ }
294
+
295
+ /**
296
+ * Returns the result of the effect as a texture node.
297
+ *
298
+ * @return {PassTextureNode} A texture node that represents the result of the effect.
299
+ */
300
+ getTextureNode() {
301
+
302
+ return this.roughnessNode !== null ? this._blurredTextureNode : this._textureNode;
303
+
304
+ }
305
+
306
+ /**
307
+ * Sets the size of the effect.
308
+ *
309
+ * @param {number} width - The width of the effect.
310
+ * @param {number} height - The height of the effect.
311
+ */
312
+ setSize( width, height ) {
313
+
314
+ width = Math.round( this.resolutionScale * width );
315
+ height = Math.round( this.resolutionScale * height );
316
+
317
+ this._resolution.value.set( width, height );
318
+ this._ssrRenderTarget.setSize( width, height );
319
+ this._blurRenderTarget.setSize( width, height );
320
+
321
+ }
322
+
323
+ /**
324
+ * This method is used to render the effect once per frame.
325
+ *
326
+ * @param {NodeFrame} frame - The current node frame.
327
+ */
328
+ updateBefore( frame ) {
329
+
330
+ const { renderer } = frame;
331
+
332
+ _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
333
+
334
+ const ssrRenderTarget = this._ssrRenderTarget;
335
+ const blurRenderTarget = this._blurRenderTarget;
336
+
337
+ const size = renderer.getDrawingBufferSize( _size );
338
+
339
+ _quadMesh.material = this._ssrMaterial;
340
+
341
+ this.setSize( size.width, size.height );
342
+
343
+ // clear
344
+
345
+ renderer.setMRT( null );
346
+ renderer.setClearColor( 0x000000, 0 );
347
+
348
+ // ssr
349
+
350
+ renderer.setRenderTarget( ssrRenderTarget );
351
+ _quadMesh.name = 'SSR [ Reflections ]';
352
+ _quadMesh.render( renderer );
353
+
354
+ // blur (optional)
355
+
356
+ if ( this.roughnessNode !== null ) {
357
+
358
+ // blur mips but leave the base mip unblurred
359
+
360
+ for ( let i = 0; i < blurRenderTarget.texture.mipmaps.length; i ++ ) {
361
+
362
+ _quadMesh.material = ( i === 0 ) ? this._copyMaterial : this._blurMaterial;
363
+
364
+ this._blurSpread.value = i;
365
+ renderer.setRenderTarget( blurRenderTarget, 0, i );
366
+ _quadMesh.name = 'SSR [ Blur Level ' + i + ' ]';
367
+ _quadMesh.render( renderer );
368
+
369
+ }
370
+
371
+ }
372
+
373
+ // restore
374
+
375
+ RendererUtils.restoreRendererState( renderer, _rendererState );
376
+
377
+ }
378
+
379
+ /**
380
+ * This method is used to setup the effect's TSL code.
381
+ *
382
+ * @param {NodeBuilder} builder - The current node builder.
383
+ * @return {PassTextureNode}
384
+ */
385
+ setup( builder ) {
386
+
387
+ const uvNode = uv();
388
+
389
+ const pointToLineDistance = Fn( ( [ point, linePointA, linePointB ] )=> {
390
+
391
+ // https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
392
+
393
+ return cross( point.sub( linePointA ), point.sub( linePointB ) ).length().div( linePointB.sub( linePointA ).length() );
394
+
395
+ } );
396
+
397
+ const pointPlaneDistance = Fn( ( [ point, planePoint, planeNormal ] )=> {
398
+
399
+ // https://mathworld.wolfram.com/Point-PlaneDistance.html
400
+ // https://en.wikipedia.org/wiki/Plane_(geometry)
401
+ // http://paulbourke.net/geometry/pointlineplane/
402
+
403
+ // planeNormal is already normalized, so denominator is 1
404
+ const d = mul( planeNormal.x, planePoint.x ).add( mul( planeNormal.y, planePoint.y ) ).add( mul( planeNormal.z, planePoint.z ) ).negate().toVar();
405
+ const distance = mul( planeNormal.x, point.x ).add( mul( planeNormal.y, point.y ) ).add( mul( planeNormal.z, point.z ) ).add( d );
406
+ return distance;
407
+
408
+ } );
409
+
410
+ const getViewZ = Fn( ( [ depth ] ) => {
411
+
412
+ let viewZNode;
413
+
414
+ if ( this.camera.isPerspectiveCamera ) {
415
+
416
+ viewZNode = perspectiveDepthToViewZ( depth, this._cameraNear, this._cameraFar );
417
+
418
+ } else {
419
+
420
+ viewZNode = orthographicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
421
+
422
+ }
423
+
424
+ return viewZNode;
425
+
426
+ } );
427
+
428
+ const sampleDepth = ( uv ) => {
429
+
430
+ const depth = this.depthNode.sample( uv ).r;
431
+
432
+ if ( builder.renderer.logarithmicDepthBuffer === true ) {
433
+
434
+ const viewZ = logarithmicDepthToViewZ( depth, this._cameraNear, this._cameraFar );
435
+
436
+ return viewZToPerspectiveDepth( viewZ, this._cameraNear, this._cameraFar );
437
+
438
+ }
439
+
440
+ return depth;
441
+
442
+ };
443
+
444
+ const ssr = Fn( () => {
445
+
446
+ const metalness = float( this.metalnessNode );
447
+
448
+ // fragments with no metalness do not reflect their environment
449
+ metalness.equal( 0.0 ).discard();
450
+
451
+ // compute some standard FX entities
452
+ const depth = sampleDepth( uvNode ).toVar();
453
+ const viewPosition = getViewPosition( uvNode, depth, this._cameraProjectionMatrixInverse ).toVar();
454
+ const viewNormal = this.normalNode.rgb.normalize().toVar();
455
+
456
+ // compute the direction from the position in view space to the camera
457
+ const viewIncidentDir = ( ( this.camera.isPerspectiveCamera ) ? normalize( viewPosition ) : vec3( 0, 0, - 1 ) ).toVar();
458
+
459
+ // compute the direction in which the light is reflected on the surface
460
+ const viewReflectDir = reflect( viewIncidentDir, viewNormal ).toVar();
461
+
462
+ // adapt maximum distance to the local geometry (see https://www.mathsisfun.com/algebra/vectors-dot-product.html)
463
+ const maxReflectRayLen = this.maxDistance.div( dot( viewIncidentDir.negate(), viewNormal ) ).toVar();
464
+
465
+ // compute the maximum point of the reflection ray in view space
466
+ const d1viewPosition = viewPosition.add( viewReflectDir.mul( maxReflectRayLen ) ).toVar();
467
+
468
+ // check if d1viewPosition lies behind the camera near plane
469
+ If( this._isPerspectiveCamera.and( d1viewPosition.z.greaterThan( this._cameraNear.negate() ) ), () => {
470
+
471
+ // if so, ensure d1viewPosition is clamped on the near plane.
472
+ // this prevents artifacts during the ray marching process
473
+ const t = sub( this._cameraNear.negate(), viewPosition.z ).div( viewReflectDir.z );
474
+ d1viewPosition.assign( viewPosition.add( viewReflectDir.mul( t ) ) );
475
+
476
+ } );
477
+
478
+ // d0 and d1 are the start and maximum points of the reflection ray in screen space
479
+ const d0 = screenCoordinate.xy.toVar();
480
+ const d1 = getScreenPosition( d1viewPosition, this._cameraProjectionMatrix ).mul( this._resolution ).toVar();
481
+
482
+ // below variables are used to control the raymarching process
483
+
484
+ // total length of the ray
485
+ const totalLen = d1.sub( d0 ).length().toVar();
486
+
487
+ // offset in x and y direction
488
+ const xLen = d1.x.sub( d0.x ).toVar();
489
+ const yLen = d1.y.sub( d0.y ).toVar();
490
+
491
+ // determine the larger delta
492
+ // The larger difference will help to determine how much to travel in the X and Y direction each iteration and
493
+ // how many iterations are needed to travel the entire ray
494
+ const totalStep = int( max( abs( xLen ), abs( yLen ) ).mul( this.quality.clamp() ) ).toConst();
495
+
496
+ // step sizes in the x and y directions
497
+ const xSpan = xLen.div( totalStep ).toVar();
498
+ const ySpan = yLen.div( totalStep ).toVar();
499
+
500
+ const output = vec4( 0 ).toVar();
501
+
502
+ // the actual ray marching loop
503
+ // starting from d0, the code gradually travels along the ray and looks for an intersection with the geometry.
504
+ // it does not exceed d1 (the maximum ray extend)
505
+ Loop( totalStep, ( { i } ) => {
506
+
507
+ // advance on the ray by computing a new position in screen coordinates
508
+ const xy = vec2( d0.x.add( xSpan.mul( float( i ) ) ), d0.y.add( ySpan.mul( float( i ) ) ) ).toVar();
509
+
510
+ // stop processing if the new position lies outside of the screen
511
+ If( xy.x.lessThan( 0 ).or( xy.x.greaterThan( this._resolution.x ) ).or( xy.y.lessThan( 0 ) ).or( xy.y.greaterThan( this._resolution.y ) ), () => {
512
+
513
+ Break();
514
+
515
+ } );
516
+
517
+ // compute new uv, depth and viewZ for the next fragment
518
+ const uvNode = xy.div( this._resolution );
519
+ const d = sampleDepth( uvNode ).toVar();
520
+ const vZ = getViewZ( d ).toVar();
521
+
522
+ const viewReflectRayZ = float( 0 ).toVar();
523
+
524
+ // normalized distance between the current position xy and the starting point d0
525
+ const s = xy.sub( d0 ).length().div( totalLen );
526
+
527
+ // depending on the camera type, we now compute the z-coordinate of the reflected ray at the current step in view space
528
+ If( this._isPerspectiveCamera, () => {
529
+
530
+ const recipVPZ = float( 1 ).div( viewPosition.z ).toVar();
531
+ viewReflectRayZ.assign( float( 1 ).div( recipVPZ.add( s.mul( float( 1 ).div( d1viewPosition.z ).sub( recipVPZ ) ) ) ) );
532
+
533
+ } ).Else( () => {
534
+
535
+ viewReflectRayZ.assign( viewPosition.z.add( s.mul( d1viewPosition.z.sub( viewPosition.z ) ) ) );
536
+
537
+ } );
538
+
539
+ // if viewReflectRayZ is less or equal than the real z-coordinate at this place, it potentially intersects the geometry
540
+ If( viewReflectRayZ.lessThanEqual( vZ ), () => {
541
+
542
+ // compute the distance of the new location to the ray in view space
543
+ // to clarify vP is the fragment's view position which is not an exact point on the ray
544
+ const vP = getViewPosition( uvNode, d, this._cameraProjectionMatrixInverse ).toVar();
545
+ const away = pointToLineDistance( vP, viewPosition, d1viewPosition ).toVar();
546
+
547
+ // compute the minimum thickness between the current fragment and its neighbor in the x-direction.
548
+ const xyNeighbor = vec2( xy.x.add( 1 ), xy.y ).toVar(); // move one pixel
549
+ const uvNeighbor = xyNeighbor.div( this._resolution );
550
+ const vPNeighbor = getViewPosition( uvNeighbor, d, this._cameraProjectionMatrixInverse ).toVar();
551
+ const minThickness = vPNeighbor.x.sub( vP.x ).toVar();
552
+ minThickness.mulAssign( 3 ); // expand a bit to avoid errors
553
+
554
+ const tk = max( minThickness, this.thickness ).toVar();
555
+
556
+ If( away.lessThanEqual( tk ), () => { // hit
557
+
558
+ const vN = this.normalNode.sample( uvNode ).rgb.normalize().toVar();
559
+
560
+ If( dot( viewReflectDir, vN ).greaterThanEqual( 0 ), () => {
561
+
562
+ // the reflected ray is pointing towards the same side as the fragment's normal (current ray position),
563
+ // which means it wouldn't reflect off the surface. The loop continues to the next step for the next ray sample.
564
+ Continue();
565
+
566
+ } );
567
+
568
+ // this distance represents the depth of the intersection point between the reflected ray and the scene.
569
+ const distance = pointPlaneDistance( vP, viewPosition, viewNormal ).toVar();
570
+
571
+ If( distance.greaterThan( this.maxDistance ), () => {
572
+
573
+ // Distance exceeding limit: The reflection is potentially too far away and
574
+ // might not contribute significantly to the final color
575
+ Break();
576
+
577
+ } );
578
+
579
+ const op = this.opacity.mul( metalness ).toVar();
580
+
581
+ // distance attenuation (the reflection should fade out the farther it is away from the surface)
582
+ const ratio = float( 1 ).sub( distance.div( this.maxDistance ) ).toVar();
583
+ const attenuation = ratio.mul( ratio );
584
+ op.mulAssign( attenuation );
585
+
586
+ // fresnel (reflect more light on surfaces that are viewed at grazing angles)
587
+ const fresnelCoe = div( dot( viewIncidentDir, viewReflectDir ).add( 1 ), 2 );
588
+ op.mulAssign( fresnelCoe );
589
+
590
+ // output
591
+ const reflectColor = this.colorNode.sample( uvNode );
592
+ output.assign( vec4( reflectColor.rgb.mul( op ), 1 ) );
593
+ Break();
594
+
595
+ } );
596
+
597
+ } );
598
+
599
+ } );
600
+
601
+ return output;
602
+
603
+ } );
604
+
605
+ this._ssrMaterial.fragmentNode = ssr().context( builder.getSharedContext() );
606
+ this._ssrMaterial.needsUpdate = true;
607
+
608
+ // below materials are used for blurring
609
+
610
+ const reflectionBuffer = texture( this._ssrRenderTarget.texture );
611
+
612
+ this._blurMaterial.fragmentNode = boxBlur( reflectionBuffer, { size: this.blurQuality, separation: this._blurSpread } );
613
+ this._blurMaterial.needsUpdate = true;
614
+
615
+ this._copyMaterial.fragmentNode = reflectionBuffer;
616
+ this._copyMaterial.needsUpdate = true;
617
+
618
+ //
619
+
620
+ return this.getTextureNode();
621
+
622
+ }
623
+
624
+ /**
625
+ * Frees internal resources. This method should be called
626
+ * when the effect is no longer required.
627
+ */
628
+ dispose() {
629
+
630
+ this._ssrRenderTarget.dispose();
631
+ this._blurRenderTarget.dispose();
632
+
633
+ this._ssrMaterial.dispose();
634
+ this._blurMaterial.dispose();
635
+ this._copyMaterial.dispose();
636
+
637
+ }
638
+
639
+ }
640
+
641
+ export default SSRNode;
642
+
643
+ /**
644
+ * TSL function for creating screen space reflections (SSR).
645
+ *
646
+ * @tsl
647
+ * @function
648
+ * @param {Node<vec4>} colorNode - The node that represents the beauty pass.
649
+ * @param {Node<float>} depthNode - A node that represents the beauty pass's depth.
650
+ * @param {Node<vec3>} normalNode - A node that represents the beauty pass's normals.
651
+ * @param {Node<float>} metalnessNode - A node that represents the beauty pass's metalness.
652
+ * @param {?Node<float>} [roughnessNode=null] - A node that represents the beauty pass's roughness.
653
+ * @param {?Camera} [camera=null] - The camera the scene is rendered with.
654
+ * @returns {SSRNode}
655
+ */
656
+ export const ssr = ( colorNode, depthNode, normalNode, metalnessNode, roughnessNode = null, camera = null ) => new SSRNode( nodeObject( colorNode ), nodeObject( depthNode ), nodeObject( normalNode ), nodeObject( metalnessNode ), nodeObject( roughnessNode ), camera );