@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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  1025. package/src/nodes/display/DepthOfFieldNode.js +0 -124
  1026. package/src/nodes/display/DotScreenNode.js +0 -66
  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
@@ -15,7 +15,16 @@ export default /* glsl */`
15
15
 
16
16
  #if NUM_DIR_LIGHT_SHADOWS > 0
17
17
 
18
- uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];
18
+ #if defined( SHADOWMAP_TYPE_PCF )
19
+
20
+ uniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];
21
+
22
+ #else
23
+
24
+ uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];
25
+
26
+ #endif
27
+
19
28
  varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];
20
29
 
21
30
  struct DirectionalLightShadow {
@@ -32,7 +41,15 @@ export default /* glsl */`
32
41
 
33
42
  #if NUM_SPOT_LIGHT_SHADOWS > 0
34
43
 
35
- uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
44
+ #if defined( SHADOWMAP_TYPE_PCF )
45
+
46
+ uniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
47
+
48
+ #else
49
+
50
+ uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
51
+
52
+ #endif
36
53
 
37
54
  struct SpotLightShadow {
38
55
  float shadowIntensity;
@@ -48,7 +65,16 @@ export default /* glsl */`
48
65
 
49
66
  #if NUM_POINT_LIGHT_SHADOWS > 0
50
67
 
51
- uniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];
68
+ #if defined( SHADOWMAP_TYPE_PCF )
69
+
70
+ uniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];
71
+
72
+ #elif defined( SHADOWMAP_TYPE_BASIC )
73
+
74
+ uniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];
75
+
76
+ #endif
77
+
52
78
  varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];
53
79
 
54
80
  struct PointLightShadow {
@@ -65,263 +91,286 @@ export default /* glsl */`
65
91
 
66
92
  #endif
67
93
 
68
- /*
69
- #if NUM_RECT_AREA_LIGHTS > 0
94
+ #if defined( SHADOWMAP_TYPE_PCF )
95
+
96
+ // Interleaved Gradient Noise for randomizing sampling patterns
97
+ float interleavedGradientNoise( vec2 position ) {
98
+
99
+ return fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );
100
+
101
+ }
102
+
103
+ // Vogel disk sampling for uniform circular distribution
104
+ vec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {
70
105
 
71
- // TODO (abelnation): create uniforms for area light shadows
106
+ const float goldenAngle = 2.399963229728653;
107
+ float r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );
108
+ float theta = float( sampleIndex ) * goldenAngle + phi;
109
+ return vec2( cos( theta ), sin( theta ) ) * r;
110
+
111
+ }
72
112
 
73
113
  #endif
74
- */
75
114
 
76
- float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
115
+ #if defined( SHADOWMAP_TYPE_PCF )
77
116
 
78
- return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );
117
+ float getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
79
118
 
80
- }
119
+ float shadow = 1.0;
81
120
 
82
- vec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {
121
+ shadowCoord.xyz /= shadowCoord.w;
122
+ shadowCoord.z += shadowBias;
83
123
 
84
- return unpackRGBATo2Half( texture2D( shadow, uv ) );
124
+ bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
125
+ bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
85
126
 
86
- }
127
+ if ( frustumTest ) {
128
+
129
+ // Hardware PCF with LinearFilter gives us 4-tap filtering per sample
130
+ // 5 samples using Vogel disk + IGN = effectively 20 filtered taps with better distribution
131
+ vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
132
+ float radius = shadowRadius * texelSize.x;
133
+
134
+ // Use IGN to rotate sampling pattern per pixel
135
+ float phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;
136
+
137
+ shadow = (
138
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +
139
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +
140
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +
141
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +
142
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )
143
+ ) * 0.2;
144
+
145
+ }
146
+
147
+ return mix( 1.0, shadow, shadowIntensity );
148
+
149
+ }
150
+
151
+ #elif defined( SHADOWMAP_TYPE_VSM )
152
+
153
+ float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
154
+
155
+ float shadow = 1.0;
156
+
157
+ shadowCoord.xyz /= shadowCoord.w;
158
+
159
+ #ifdef USE_REVERSED_DEPTH_BUFFER
160
+
161
+ shadowCoord.z -= shadowBias;
162
+
163
+ #else
164
+
165
+ shadowCoord.z += shadowBias;
166
+
167
+ #endif
168
+
169
+ bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
170
+ bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
171
+
172
+ if ( frustumTest ) {
87
173
 
88
- float VSMShadow (sampler2D shadow, vec2 uv, float compare ){
174
+ vec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;
89
175
 
90
- float occlusion = 1.0;
176
+ float mean = distribution.x;
177
+ float variance = distribution.y * distribution.y;
91
178
 
92
- vec2 distribution = texture2DDistribution( shadow, uv );
179
+ #ifdef USE_REVERSED_DEPTH_BUFFER
93
180
 
94
- float hard_shadow = step( compare , distribution.x ); // Hard Shadow
181
+ float hard_shadow = step( mean, shadowCoord.z );
95
182
 
96
- if (hard_shadow != 1.0 ) {
183
+ #else
97
184
 
98
- float distance = compare - distribution.x ;
99
- float variance = max( 0.00000, distribution.y * distribution.y );
100
- float softness_probability = variance / (variance + distance * distance ); // Chebeyshevs inequality
101
- softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); // 0.3 reduces light bleed
102
- occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );
185
+ float hard_shadow = step( shadowCoord.z, mean );
186
+
187
+ #endif
188
+
189
+ // Early return if fully lit
190
+ if ( hard_shadow == 1.0 ) {
191
+
192
+ shadow = 1.0;
193
+
194
+ } else {
195
+
196
+ // Variance must be non-zero to avoid division by zero
197
+ variance = max( variance, 0.0000001 );
198
+
199
+ // Distance from mean
200
+ float d = shadowCoord.z - mean;
201
+
202
+ // Chebyshev's inequality for upper bound on probability
203
+ float p_max = variance / ( variance + d * d );
204
+
205
+ // Reduce light bleeding by remapping [amount, 1] to [0, 1]
206
+ p_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );
207
+
208
+ shadow = max( hard_shadow, p_max );
209
+
210
+ }
211
+
212
+ }
213
+
214
+ return mix( 1.0, shadow, shadowIntensity );
103
215
 
104
216
  }
105
- return occlusion;
106
217
 
107
- }
218
+ #else // SHADOWMAP_TYPE_BASIC
108
219
 
109
- float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
220
+ float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
110
221
 
111
- float shadow = 1.0;
222
+ float shadow = 1.0;
112
223
 
113
- shadowCoord.xyz /= shadowCoord.w;
114
- shadowCoord.z += shadowBias;
224
+ shadowCoord.xyz /= shadowCoord.w;
115
225
 
116
- bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
117
- bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
226
+ #ifdef USE_REVERSED_DEPTH_BUFFER
118
227
 
119
- if ( frustumTest ) {
228
+ shadowCoord.z -= shadowBias;
120
229
 
121
- #if defined( SHADOWMAP_TYPE_PCF )
230
+ #else
122
231
 
123
- vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
232
+ shadowCoord.z += shadowBias;
124
233
 
125
- float dx0 = - texelSize.x * shadowRadius;
126
- float dy0 = - texelSize.y * shadowRadius;
127
- float dx1 = + texelSize.x * shadowRadius;
128
- float dy1 = + texelSize.y * shadowRadius;
129
- float dx2 = dx0 / 2.0;
130
- float dy2 = dy0 / 2.0;
131
- float dx3 = dx1 / 2.0;
132
- float dy3 = dy1 / 2.0;
234
+ #endif
133
235
 
134
- shadow = (
135
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
136
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
137
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
138
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +
139
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +
140
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +
141
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
142
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +
143
- texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +
144
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +
145
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
146
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +
147
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +
148
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +
149
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
150
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
151
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
152
- ) * ( 1.0 / 17.0 );
153
-
154
- #elif defined( SHADOWMAP_TYPE_PCF_SOFT )
155
-
156
- vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
157
- float dx = texelSize.x;
158
- float dy = texelSize.y;
159
-
160
- vec2 uv = shadowCoord.xy;
161
- vec2 f = fract( uv * shadowMapSize + 0.5 );
162
- uv -= f * texelSize;
236
+ bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
237
+ bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
163
238
 
164
- shadow = (
165
- texture2DCompare( shadowMap, uv, shadowCoord.z ) +
166
- texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +
167
- texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +
168
- texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +
169
- mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),
170
- texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),
171
- f.x ) +
172
- mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),
173
- texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),
174
- f.x ) +
175
- mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),
176
- texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),
177
- f.y ) +
178
- mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),
179
- texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),
180
- f.y ) +
181
- mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),
182
- texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),
183
- f.x ),
184
- mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),
185
- texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),
186
- f.x ),
187
- f.y )
188
- ) * ( 1.0 / 9.0 );
189
-
190
- #elif defined( SHADOWMAP_TYPE_VSM )
191
-
192
- shadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );
193
-
194
- #else // no percentage-closer filtering:
195
-
196
- shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );
239
+ if ( frustumTest ) {
197
240
 
198
- #endif
241
+ float depth = texture2D( shadowMap, shadowCoord.xy ).r;
242
+
243
+ #ifdef USE_REVERSED_DEPTH_BUFFER
244
+
245
+ shadow = step( depth, shadowCoord.z );
246
+
247
+ #else
248
+
249
+ shadow = step( shadowCoord.z, depth );
250
+
251
+ #endif
252
+
253
+ }
254
+
255
+ return mix( 1.0, shadow, shadowIntensity );
199
256
 
200
257
  }
201
258
 
202
- return mix( 1.0, shadow, shadowIntensity );
259
+ #endif
203
260
 
204
- }
261
+ #if NUM_POINT_LIGHT_SHADOWS > 0
205
262
 
206
- // cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D
207
- // vector suitable for 2D texture mapping. This code uses the following layout for the
208
- // 2D texture:
209
- //
210
- // xzXZ
211
- // y Y
212
- //
213
- // Y - Positive y direction
214
- // y - Negative y direction
215
- // X - Positive x direction
216
- // x - Negative x direction
217
- // Z - Positive z direction
218
- // z - Negative z direction
219
- //
220
- // Source and test bed:
221
- // https://gist.github.com/tschw/da10c43c467ce8afd0c4
263
+ #if defined( SHADOWMAP_TYPE_PCF )
222
264
 
223
- vec2 cubeToUV( vec3 v, float texelSizeY ) {
265
+ float getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
224
266
 
225
- // Number of texels to avoid at the edge of each square
267
+ float shadow = 1.0;
226
268
 
227
- vec3 absV = abs( v );
269
+ // for point lights, the uniform @vShadowCoord is re-purposed to hold
270
+ // the vector from the light to the world-space position of the fragment.
271
+ vec3 lightToPosition = shadowCoord.xyz;
228
272
 
229
- // Intersect unit cube
273
+ // Direction from light to fragment
274
+ vec3 bd3D = normalize( lightToPosition );
230
275
 
231
- float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );
232
- absV *= scaleToCube;
276
+ // For cube shadow maps, depth is stored as distance along each face's view axis, not radial distance
277
+ // The view-space depth is the maximum component of the direction vector (which face is sampled)
278
+ vec3 absVec = abs( lightToPosition );
279
+ float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );
233
280
 
234
- // Apply scale to avoid seams
281
+ if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {
235
282
 
236
- // two texels less per square (one texel will do for NEAREST)
237
- v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );
283
+ // viewZ to perspective depth
238
284
 
239
- // Unwrap
285
+ #ifdef USE_REVERSED_DEPTH_BUFFER
240
286
 
241
- // space: -1 ... 1 range for each square
242
- //
243
- // #X## dim := ( 4 , 2 )
244
- // # # center := ( 1 , 1 )
287
+ float dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
288
+ dp -= shadowBias;
245
289
 
246
- vec2 planar = v.xy;
290
+ #else
247
291
 
248
- float almostATexel = 1.5 * texelSizeY;
249
- float almostOne = 1.0 - almostATexel;
292
+ float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
293
+ dp += shadowBias;
250
294
 
251
- if ( absV.z >= almostOne ) {
295
+ #endif
252
296
 
253
- if ( v.z > 0.0 )
254
- planar.x = 4.0 - v.x;
297
+ // Hardware PCF with LinearFilter gives us 4-tap filtering per sample
298
+ // Use Vogel disk + IGN sampling for better quality
299
+ float texelSize = shadowRadius / shadowMapSize.x;
255
300
 
256
- } else if ( absV.x >= almostOne ) {
301
+ // Build a tangent-space coordinate system for applying offsets
302
+ vec3 absDir = abs( bd3D );
303
+ vec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );
304
+ tangent = normalize( cross( bd3D, tangent ) );
305
+ vec3 bitangent = cross( bd3D, tangent );
257
306
 
258
- float signX = sign( v.x );
259
- planar.x = v.z * signX + 2.0 * signX;
307
+ // Use IGN to rotate sampling pattern per pixel
308
+ float phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;
260
309
 
261
- } else if ( absV.y >= almostOne ) {
310
+ vec2 sample0 = vogelDiskSample( 0, 5, phi );
311
+ vec2 sample1 = vogelDiskSample( 1, 5, phi );
312
+ vec2 sample2 = vogelDiskSample( 2, 5, phi );
313
+ vec2 sample3 = vogelDiskSample( 3, 5, phi );
314
+ vec2 sample4 = vogelDiskSample( 4, 5, phi );
262
315
 
263
- float signY = sign( v.y );
264
- planar.x = v.x + 2.0 * signY + 2.0;
265
- planar.y = v.z * signY - 2.0;
316
+ shadow = (
317
+ texture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +
318
+ texture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +
319
+ texture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +
320
+ texture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +
321
+ texture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )
322
+ ) * 0.2;
266
323
 
267
324
  }
268
325
 
269
- // Transform to UV space
270
-
271
- // scale := 0.5 / dim
272
- // translate := ( center + 0.5 ) / dim
273
- return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );
326
+ return mix( 1.0, shadow, shadowIntensity );
274
327
 
275
328
  }
276
329
 
277
- float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
330
+ #elif defined( SHADOWMAP_TYPE_BASIC )
331
+
332
+ float getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
278
333
 
279
334
  float shadow = 1.0;
280
335
 
281
336
  // for point lights, the uniform @vShadowCoord is re-purposed to hold
282
337
  // the vector from the light to the world-space position of the fragment.
283
338
  vec3 lightToPosition = shadowCoord.xyz;
284
-
285
- float lightToPositionLength = length( lightToPosition );
286
-
287
- if ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {
288
339
 
289
- // dp = normalized distance from light to fragment position
290
- float dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); // need to clamp?
291
- dp += shadowBias;
340
+ // For cube shadow maps, depth is stored as distance along each face's view axis, not radial distance
341
+ // The view-space depth is the maximum component of the direction vector (which face is sampled)
342
+ vec3 absVec = abs( lightToPosition );
343
+ float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );
292
344
 
293
- // bd3D = base direction 3D
294
- vec3 bd3D = normalize( lightToPosition );
345
+ if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {
295
346
 
296
- vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );
347
+ // viewZ to perspective depth
297
348
 
298
- #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )
349
+ float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
350
+ dp += shadowBias;
299
351
 
300
- vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;
352
+ // Direction from light to fragment
353
+ vec3 bd3D = normalize( lightToPosition );
301
354
 
302
- shadow = (
303
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +
304
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +
305
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
306
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +
307
- texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +
308
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +
309
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +
310
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
311
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )
312
- ) * ( 1.0 / 9.0 );
355
+ float depth = textureCube( shadowMap, bd3D ).r;
313
356
 
314
- #else // no percentage-closer filtering
357
+ #ifdef USE_REVERSED_DEPTH_BUFFER
315
358
 
316
- shadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );
359
+ depth = 1.0 - depth;
317
360
 
318
361
  #endif
319
362
 
363
+ shadow = step( dp, depth );
364
+
320
365
  }
321
366
 
322
367
  return mix( 1.0, shadow, shadowIntensity );
323
368
 
324
369
  }
325
370
 
371
+ #endif
372
+
373
+ #endif
374
+
326
375
  #endif
327
376
  `;
@@ -35,7 +35,7 @@ float getShadowMask() {
35
35
 
36
36
  #endif
37
37
 
38
- #if NUM_POINT_LIGHT_SHADOWS > 0
38
+ #if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )
39
39
 
40
40
  PointLightShadow pointLight;
41
41
 
@@ -24,7 +24,7 @@ export default /* glsl */`
24
24
  vec3 n = inverseTransformDirection( normal, viewMatrix );
25
25
 
26
26
  vec4 transmitted = getIBLVolumeRefraction(
27
- n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
27
+ n, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,
28
28
  pos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,
29
29
  material.attenuationColor, material.attenuationDistance );
30
30
 
@@ -123,7 +123,7 @@ export default /* glsl */`
123
123
  // Direction of refracted light.
124
124
  vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
125
125
 
126
- // Compute rotation-independant scaling of the model matrix.
126
+ // Compute rotation-independent scaling of the model matrix.
127
127
  vec3 modelScale;
128
128
  modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
129
129
  modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
@@ -184,13 +184,13 @@ export default /* glsl */`
184
184
 
185
185
  vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );
186
186
  vec3 refractedRayExit = position + transmissionRay;
187
-
187
+
188
188
  // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
189
189
  vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
190
190
  vec2 refractionCoords = ndcPos.xy / ndcPos.w;
191
191
  refractionCoords += 1.0;
192
192
  refractionCoords /= 2.0;
193
-
193
+
194
194
  // Sample framebuffer to get pixel the refracted ray hits.
195
195
  vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );
196
196
  transmittedLight[ i ] = transmissionSample[ i ];
@@ -201,9 +201,9 @@ export default /* glsl */`
201
201
  }
202
202
 
203
203
  transmittedLight.a /= 3.0;
204
-
204
+
205
205
  #else
206
-
206
+
207
207
  vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
208
208
  vec3 refractedRayExit = position + transmissionRay;
209
209
 
@@ -216,7 +216,7 @@ export default /* glsl */`
216
216
  // Sample framebuffer to get pixel the refracted ray hits.
217
217
  transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
218
218
  transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );
219
-
219
+
220
220
  #endif
221
221
 
222
222
  vec3 attenuatedColor = transmittance * transmittedLight.rgb;
@@ -224,7 +224,7 @@ export default /* glsl */`
224
224
  // Get the specular component.
225
225
  vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
226
226
 
227
- // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
227
+ // As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
228
228
  // of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
229
229
  float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;
230
230
 
@@ -110,7 +110,7 @@ import * as background from './ShaderLib/background.glsl.js';
110
110
  import * as backgroundCube from './ShaderLib/backgroundCube.glsl.js';
111
111
  import * as cube from './ShaderLib/cube.glsl.js';
112
112
  import * as depth from './ShaderLib/depth.glsl.js';
113
- import * as distanceRGBA from './ShaderLib/distanceRGBA.glsl.js';
113
+ import * as distance from './ShaderLib/distance.glsl.js';
114
114
  import * as equirect from './ShaderLib/equirect.glsl.js';
115
115
  import * as linedashed from './ShaderLib/linedashed.glsl.js';
116
116
  import * as meshbasic from './ShaderLib/meshbasic.glsl.js';
@@ -241,8 +241,8 @@ export const ShaderChunk = {
241
241
  cube_frag: cube.fragment,
242
242
  depth_vert: depth.vertex,
243
243
  depth_frag: depth.fragment,
244
- distanceRGBA_vert: distanceRGBA.vertex,
245
- distanceRGBA_frag: distanceRGBA.fragment,
244
+ distance_vert: distance.vertex,
245
+ distance_frag: distance.fragment,
246
246
  equirect_vert: equirect.vertex,
247
247
  equirect_frag: equirect.fragment,
248
248
  linedashed_vert: linedashed.vertex,
@@ -23,7 +23,7 @@ void main() {
23
23
 
24
24
  #ifdef DECODE_VIDEO_TEXTURE
25
25
 
26
- // use inline sRGB decode until browsers properly support SRGB8_APLHA8 with video textures
26
+ // use inline sRGB decode until browsers properly support SRGB8_ALPHA8 with video textures
27
27
 
28
28
  texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );
29
29
 
@@ -80,8 +80,17 @@ void main() {
80
80
 
81
81
  #include <logdepthbuf_fragment>
82
82
 
83
- // Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.
84
- float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
83
+ // Higher precision equivalent of gl_FragCoord.z
84
+
85
+ #ifdef USE_REVERSED_DEPTH_BUFFER
86
+
87
+ float fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];
88
+
89
+ #else
90
+
91
+ float fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;
92
+
93
+ #endif
85
94
 
86
95
  #if DEPTH_PACKING == 3200
87
96
 
@@ -89,14 +98,17 @@ void main() {
89
98
 
90
99
  #elif DEPTH_PACKING == 3201
91
100
 
101
+ // TODO Deprecate
92
102
  gl_FragColor = packDepthToRGBA( fragCoordZ );
93
103
 
94
104
  #elif DEPTH_PACKING == 3202
95
105
 
106
+ // TODO Deprecate
96
107
  gl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );
97
108
 
98
109
  #elif DEPTH_PACKING == 3203
99
110
 
111
+ // TODO Deprecate
100
112
  gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );
101
113
 
102
114
  #endif