@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
@@ -1,321 +0,0 @@
1
- import {
2
- Color,
3
- Vector3
4
- } from 'three';
5
-
6
- /**
7
- * God-rays (crepuscular rays)
8
- *
9
- * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
10
- * Blurs a mask generated from the depth map along radial lines emanating from the light
11
- * source. The blur repeatedly applies a blur filter of increasing support but constant
12
- * sample count to produce a blur filter with large support.
13
- *
14
- * My implementation performs 3 passes, similar to the implementation from Sousa. I found
15
- * just 6 samples per pass produced acceptible results. The blur is applied three times,
16
- * with decreasing filter support. The result is equivalent to a single pass with
17
- * 6*6*6 = 216 samples.
18
- *
19
- * References:
20
- *
21
- * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
22
- */
23
-
24
- const GodRaysDepthMaskShader = {
25
-
26
- name: 'GodRaysDepthMaskShader',
27
-
28
- uniforms: {
29
-
30
- tInput: {
31
- value: null
32
- }
33
-
34
- },
35
-
36
- vertexShader: /* glsl */`
37
-
38
- varying vec2 vUv;
39
-
40
- void main() {
41
-
42
- vUv = uv;
43
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
44
-
45
- }`,
46
-
47
- fragmentShader: /* glsl */`
48
-
49
- varying vec2 vUv;
50
-
51
- uniform sampler2D tInput;
52
-
53
- void main() {
54
-
55
- gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );
56
-
57
- }`
58
-
59
- };
60
-
61
-
62
- /**
63
- * The god-ray generation shader.
64
- *
65
- * First pass:
66
- *
67
- * The depth map is blurred along radial lines towards the "sun". The
68
- * output is written to a temporary render target (I used a 1/4 sized
69
- * target).
70
- *
71
- * Pass two & three:
72
- *
73
- * The results of the previous pass are re-blurred, each time with a
74
- * decreased distance between samples.
75
- */
76
-
77
- const GodRaysGenerateShader = {
78
-
79
- name: 'GodRaysGenerateShader',
80
-
81
- uniforms: {
82
-
83
- tInput: {
84
- value: null
85
- },
86
- fStepSize: {
87
- value: 1.0
88
- },
89
- vSunPositionScreenSpace: {
90
- value: new Vector3()
91
- }
92
-
93
- },
94
-
95
- vertexShader: /* glsl */`
96
-
97
- varying vec2 vUv;
98
-
99
- void main() {
100
-
101
- vUv = uv;
102
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
103
-
104
- }`,
105
-
106
- fragmentShader: /* glsl */`
107
-
108
- #define TAPS_PER_PASS 6.0
109
-
110
- varying vec2 vUv;
111
-
112
- uniform sampler2D tInput;
113
-
114
- uniform vec3 vSunPositionScreenSpace;
115
- uniform float fStepSize; // filter step size
116
-
117
- void main() {
118
-
119
- // delta from current pixel to "sun" position
120
-
121
- vec2 delta = vSunPositionScreenSpace.xy - vUv;
122
- float dist = length( delta );
123
-
124
- // Step vector (uv space)
125
-
126
- vec2 stepv = fStepSize * delta / dist;
127
-
128
- // Number of iterations between pixel and sun
129
-
130
- float iters = dist/fStepSize;
131
-
132
- vec2 uv = vUv.xy;
133
- float col = 0.0;
134
-
135
- // This breaks ANGLE in Chrome 22
136
- // - see http://code.google.com/p/chromium/issues/detail?id=153105
137
-
138
- /*
139
- // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
140
- // so i've just left the loop
141
-
142
- "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
143
-
144
- // Accumulate samples, making sure we dont walk past the light source.
145
-
146
- // The check for uv.y < 1 would not be necessary with "border" UV wrap
147
- // mode, with a black border color. I don't think this is currently
148
- // exposed by three.js. As a result there might be artifacts when the
149
- // sun is to the left, right or bottom of screen as these cases are
150
- // not specifically handled.
151
-
152
- " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
153
- " uv += stepv;",
154
-
155
- "}",
156
- */
157
-
158
- // Unrolling loop manually makes it work in ANGLE
159
-
160
- float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) ); // used to fade out godrays
161
-
162
- if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
163
- uv += stepv;
164
-
165
- if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
166
- uv += stepv;
167
-
168
- if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
169
- uv += stepv;
170
-
171
- if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
172
- uv += stepv;
173
-
174
- if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
175
- uv += stepv;
176
-
177
- if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
178
- uv += stepv;
179
-
180
- // Should technically be dividing by 'iters but 'TAPS_PER_PASS' smooths out
181
- // objectionable artifacts, in particular near the sun position. The side
182
- // effect is that the result is darker than it should be around the sun, as
183
- // TAPS_PER_PASS is greater than the number of samples actually accumulated.
184
- // When the result is inverted (in the shader 'godrays_combine this produces
185
- // a slight bright spot at the position of the sun, even when it is occluded.
186
-
187
- gl_FragColor = vec4( col/TAPS_PER_PASS );
188
- gl_FragColor.a = 1.0;
189
-
190
- }`
191
-
192
- };
193
-
194
- /**
195
- * Additively applies god rays from texture tGodRays to a background (tColors).
196
- * fGodRayIntensity attenuates the god rays.
197
- */
198
-
199
- const GodRaysCombineShader = {
200
-
201
- name: 'GodRaysCombineShader',
202
-
203
- uniforms: {
204
-
205
- tColors: {
206
- value: null
207
- },
208
-
209
- tGodRays: {
210
- value: null
211
- },
212
-
213
- fGodRayIntensity: {
214
- value: 0.69
215
- }
216
-
217
- },
218
-
219
- vertexShader: /* glsl */`
220
-
221
- varying vec2 vUv;
222
-
223
- void main() {
224
-
225
- vUv = uv;
226
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
227
-
228
- }`,
229
-
230
- fragmentShader: /* glsl */`
231
-
232
- varying vec2 vUv;
233
-
234
- uniform sampler2D tColors;
235
- uniform sampler2D tGodRays;
236
-
237
- uniform float fGodRayIntensity;
238
-
239
- void main() {
240
-
241
- // Since THREE.MeshDepthMaterial renders foreground objects white and background
242
- // objects black, the god-rays will be white streaks. Therefore value is inverted
243
- // before being combined with tColors
244
-
245
- gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );
246
- gl_FragColor.a = 1.0;
247
-
248
- }`
249
-
250
- };
251
-
252
-
253
- /**
254
- * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
255
- * cheaper/faster/simpler to implement this as a simple sun sprite.
256
- */
257
-
258
- const GodRaysFakeSunShader = {
259
-
260
- name: 'GodRaysFakeSunShader',
261
-
262
- uniforms: {
263
-
264
- vSunPositionScreenSpace: {
265
- value: new Vector3()
266
- },
267
-
268
- fAspect: {
269
- value: 1.0
270
- },
271
-
272
- sunColor: {
273
- value: new Color( 0xffee00 )
274
- },
275
-
276
- bgColor: {
277
- value: new Color( 0x000000 )
278
- }
279
-
280
- },
281
-
282
- vertexShader: /* glsl */`
283
-
284
- varying vec2 vUv;
285
-
286
- void main() {
287
-
288
- vUv = uv;
289
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
290
-
291
- }`,
292
-
293
- fragmentShader: /* glsl */`
294
-
295
- varying vec2 vUv;
296
-
297
- uniform vec3 vSunPositionScreenSpace;
298
- uniform float fAspect;
299
-
300
- uniform vec3 sunColor;
301
- uniform vec3 bgColor;
302
-
303
- void main() {
304
-
305
- vec2 diff = vUv - vSunPositionScreenSpace.xy;
306
-
307
- // Correct for aspect ratio
308
-
309
- diff.x *= fAspect;
310
-
311
- float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );
312
- prop = 0.35 * pow( 1.0 - prop, 3.0 );
313
-
314
- gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;
315
- gl_FragColor.w = 1.0;
316
-
317
- }`
318
-
319
- };
320
-
321
- export { GodRaysDepthMaskShader, GodRaysGenerateShader, GodRaysCombineShader, GodRaysFakeSunShader };
@@ -1,134 +0,0 @@
1
- /**
2
- * MMD Toon Shader
3
- *
4
- * This shader is extended from MeshPhongMaterial, and merged algorithms with
5
- * MeshToonMaterial and MeshMetcapMaterial.
6
- * Ideas came from https://github.com/mrdoob/three.js/issues/19609
7
- *
8
- * Combining steps:
9
- * * Declare matcap uniform.
10
- * * Add gradientmap_pars_fragment.
11
- * * Use gradient irradiances instead of dotNL irradiance from MeshPhongMaterial.
12
- * (Replace lights_phong_pars_fragment with lights_mmd_toon_pars_fragment)
13
- * * Add mmd_toon_matcap_fragment.
14
- */
15
-
16
- import { UniformsUtils, ShaderLib } from 'three';
17
-
18
- const lights_mmd_toon_pars_fragment = /* glsl */`
19
- varying vec3 vViewPosition;
20
-
21
- struct BlinnPhongMaterial {
22
-
23
- vec3 diffuseColor;
24
- vec3 specularColor;
25
- float specularShininess;
26
- float specularStrength;
27
-
28
- };
29
-
30
- void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
31
-
32
- vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;
33
-
34
- reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
35
-
36
- reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;
37
-
38
- }
39
-
40
- void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
41
-
42
- reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
43
-
44
- }
45
-
46
- #define RE_Direct RE_Direct_BlinnPhong
47
- #define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong
48
- `;
49
-
50
- const mmd_toon_matcap_fragment = /* glsl */`
51
- #ifdef USE_MATCAP
52
-
53
- vec3 viewDir = normalize( vViewPosition );
54
- vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
55
- vec3 y = cross( viewDir, x );
56
- vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks
57
- vec4 matcapColor = texture2D( matcap, uv );
58
-
59
- #ifdef MATCAP_BLENDING_MULTIPLY
60
-
61
- outgoingLight *= matcapColor.rgb;
62
-
63
- #elif defined( MATCAP_BLENDING_ADD )
64
-
65
- outgoingLight += matcapColor.rgb;
66
-
67
- #endif
68
-
69
- #endif
70
- `;
71
-
72
- const MMDToonShader = {
73
-
74
- name: 'MMDToonShader',
75
-
76
- defines: {
77
- TOON: true,
78
- MATCAP: true,
79
- MATCAP_BLENDING_ADD: true,
80
- },
81
-
82
- uniforms: UniformsUtils.merge( [
83
- ShaderLib.toon.uniforms,
84
- ShaderLib.phong.uniforms,
85
- ShaderLib.matcap.uniforms,
86
- ] ),
87
-
88
- vertexShader:
89
- ShaderLib.phong.vertexShader
90
- .replace(
91
- '#include <envmap_pars_vertex>',
92
- ''
93
- )
94
- .replace(
95
- '#include <envmap_vertex>',
96
- ''
97
- ),
98
-
99
- fragmentShader:
100
- ShaderLib.phong.fragmentShader
101
- .replace(
102
- '#include <common>',
103
- `
104
- #ifdef USE_MATCAP
105
- uniform sampler2D matcap;
106
- #endif
107
-
108
- #include <common>
109
- `
110
- )
111
- .replace(
112
- '#include <envmap_common_pars_fragment>',
113
- `
114
- #include <gradientmap_pars_fragment>
115
- `
116
- )
117
- .replace(
118
- '#include <envmap_pars_fragment>',
119
- ''
120
- )
121
- .replace(
122
- '#include <lights_phong_pars_fragment>',
123
- lights_mmd_toon_pars_fragment
124
- )
125
- .replace(
126
- '#include <envmap_fragment>',
127
- `
128
- ${mmd_toon_matcap_fragment}
129
- `
130
- )
131
-
132
- };
133
-
134
- export { MMDToonShader };
@@ -1,156 +0,0 @@
1
- import NodeMaterial from './NodeMaterial.js';
2
- import { attribute } from '../../nodes/core/AttributeNode.js';
3
- import { cameraProjectionMatrix } from '../../nodes/accessors/Camera.js';
4
- import { materialColor, materialOpacity, materialPointWidth } from '../../nodes/accessors/MaterialNode.js'; // or should this be a property, instead?
5
- import { modelViewMatrix } from '../../nodes/accessors/ModelNode.js';
6
- import { positionGeometry } from '../../nodes/accessors/Position.js';
7
- import { smoothstep, lengthSq } from '../../nodes/math/MathNode.js';
8
- import { Fn, vec4, float } from '../../nodes/tsl/TSLBase.js';
9
- import { uv } from '../../nodes/accessors/UV.js';
10
- import { viewport } from '../../nodes/display/ScreenNode.js';
11
-
12
- import { PointsMaterial } from '../PointsMaterial.js';
13
-
14
- const _defaultValues = /*@__PURE__*/ new PointsMaterial();
15
-
16
- class InstancedPointsNodeMaterial extends NodeMaterial {
17
-
18
- static get type() {
19
-
20
- return 'InstancedPointsNodeMaterial';
21
-
22
- }
23
-
24
- constructor( params = {} ) {
25
-
26
- super();
27
-
28
- this.lights = false;
29
-
30
- this.useAlphaToCoverage = true;
31
-
32
- this.useColor = params.vertexColors;
33
-
34
- this.pointWidth = 1;
35
-
36
- this.pointColorNode = null;
37
-
38
- this.pointWidthNode = null;
39
-
40
- this.setDefaultValues( _defaultValues );
41
-
42
- this.setValues( params );
43
-
44
- }
45
-
46
- setup( builder ) {
47
-
48
- this.setupShaders( builder );
49
-
50
- super.setup( builder );
51
-
52
- }
53
-
54
- setupShaders( { renderer } ) {
55
-
56
- const useAlphaToCoverage = this.alphaToCoverage;
57
- const useColor = this.useColor;
58
-
59
- this.vertexNode = Fn( () => {
60
-
61
- const instancePosition = attribute( 'instancePosition' ).xyz;
62
-
63
- // camera space
64
- const mvPos = vec4( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) );
65
-
66
- const aspect = viewport.z.div( viewport.w );
67
-
68
- // clip space
69
- const clipPos = cameraProjectionMatrix.mul( mvPos );
70
-
71
- // offset in ndc space
72
- const offset = positionGeometry.xy.toVar();
73
-
74
- offset.mulAssign( this.pointWidthNode ? this.pointWidthNode : materialPointWidth );
75
-
76
- offset.assign( offset.div( viewport.z ) );
77
- offset.y.assign( offset.y.mul( aspect ) );
78
-
79
- // back to clip space
80
- offset.assign( offset.mul( clipPos.w ) );
81
-
82
- //clipPos.xy += offset;
83
- clipPos.addAssign( vec4( offset, 0, 0 ) );
84
-
85
- return clipPos;
86
-
87
- } )();
88
-
89
- this.fragmentNode = Fn( () => {
90
-
91
- const alpha = float( 1 ).toVar();
92
-
93
- const len2 = lengthSq( uv().mul( 2 ).sub( 1 ) );
94
-
95
- if ( useAlphaToCoverage && renderer.samples > 1 ) {
96
-
97
- const dlen = float( len2.fwidth() ).toVar();
98
-
99
- alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
100
-
101
- } else {
102
-
103
- len2.greaterThan( 1.0 ).discard();
104
-
105
- }
106
-
107
- let pointColorNode;
108
-
109
- if ( this.pointColorNode ) {
110
-
111
- pointColorNode = this.pointColorNode;
112
-
113
- } else {
114
-
115
- if ( useColor ) {
116
-
117
- const instanceColor = attribute( 'instanceColor' );
118
-
119
- pointColorNode = instanceColor.mul( materialColor );
120
-
121
- } else {
122
-
123
- pointColorNode = materialColor;
124
-
125
- }
126
-
127
- }
128
-
129
- alpha.mulAssign( materialOpacity );
130
-
131
- return vec4( pointColorNode, alpha );
132
-
133
- } )();
134
-
135
- }
136
-
137
- get alphaToCoverage() {
138
-
139
- return this.useAlphaToCoverage;
140
-
141
- }
142
-
143
- set alphaToCoverage( value ) {
144
-
145
- if ( this.useAlphaToCoverage !== value ) {
146
-
147
- this.useAlphaToCoverage = value;
148
- this.needsUpdate = true;
149
-
150
- }
151
-
152
- }
153
-
154
- }
155
-
156
- export default InstancedPointsNodeMaterial;
@@ -1,24 +0,0 @@
1
- import MaterialNode from './MaterialNode.js';
2
- import { nodeImmutable } from '../tsl/TSLBase.js';
3
-
4
- class InstancedPointsMaterialNode extends MaterialNode {
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-
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- static get type() {
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-
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- return 'InstancedPointsMaterialNode';
9
-
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- }
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-
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- setup( /*builder*/ ) {
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-
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- return this.getFloat( this.scope );
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-
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- }
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-
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- }
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-
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- InstancedPointsMaterialNode.POINT_WIDTH = 'pointWidth';
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-
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- export default InstancedPointsMaterialNode;
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-
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- export const materialPointWidth = /*@__PURE__*/ nodeImmutable( InstancedPointsMaterialNode, InstancedPointsMaterialNode.POINT_WIDTH );
@@ -1,55 +0,0 @@
1
- import Node from '../core/Node.js';
2
- import { nodeImmutable } from '../tsl/TSLBase.js';
3
- import { reference } from './ReferenceNode.js';
4
-
5
- class SceneNode extends Node {
6
-
7
- static get type() {
8
-
9
- return 'SceneNode';
10
-
11
- }
12
-
13
- constructor( scope = SceneNode.BACKGROUND_BLURRINESS, scene = null ) {
14
-
15
- super();
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-
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- this.scope = scope;
18
- this.scene = scene;
19
-
20
- }
21
-
22
- setup( builder ) {
23
-
24
- const scope = this.scope;
25
- const scene = this.scene !== null ? this.scene : builder.scene;
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-
27
- let output;
28
-
29
- if ( scope === SceneNode.BACKGROUND_BLURRINESS ) {
30
-
31
- output = reference( 'backgroundBlurriness', 'float', scene );
32
-
33
- } else if ( scope === SceneNode.BACKGROUND_INTENSITY ) {
34
-
35
- output = reference( 'backgroundIntensity', 'float', scene );
36
-
37
- } else {
38
-
39
- console.error( 'THREE.SceneNode: Unknown scope:', scope );
40
-
41
- }
42
-
43
- return output;
44
-
45
- }
46
-
47
- }
48
-
49
- SceneNode.BACKGROUND_BLURRINESS = 'backgroundBlurriness';
50
- SceneNode.BACKGROUND_INTENSITY = 'backgroundIntensity';
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-
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- export default SceneNode;
53
-
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- export const backgroundBlurriness = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_BLURRINESS );
55
- export const backgroundIntensity = /*@__PURE__*/ nodeImmutable( SceneNode, SceneNode.BACKGROUND_INTENSITY );