@needle-tools/three 0.169.20 → 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 +54178 -56709
  4. package/build/three.core.js +59506 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +11645 -73012
  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 +53905 -51657
  11. package/build/three.webgpu.min.js +2 -2
  12. package/build/three.webgpu.nodes.js +53884 -51814
  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 +1,534 @@
1
+ import { HalfFloatType, RenderTarget, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
2
+ import { nodeObject, Fn, float, uv, passTexture, uniform, Loop, texture, luminance, smoothstep, mix, vec4, uniformArray, add, int } from 'three/tsl';
3
+
4
+ const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
+ const _size = /*@__PURE__*/ new Vector2();
6
+
7
+ const _BlurDirectionX = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
8
+ const _BlurDirectionY = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
9
+
10
+ let _rendererState;
11
+
12
+ /**
13
+ * Post processing node for creating a bloom effect.
14
+ * ```js
15
+ * const renderPipeline = new THREE.RenderPipeline( renderer );
16
+ *
17
+ * const scenePass = pass( scene, camera );
18
+ * const scenePassColor = scenePass.getTextureNode( 'output' );
19
+ *
20
+ * const bloomPass = bloom( scenePassColor );
21
+ *
22
+ * renderPipeline.outputNode = scenePassColor.add( bloomPass );
23
+ * ```
24
+ * By default, the node affects the entire image. For a selective bloom,
25
+ * use the `emissive` material property to control which objects should
26
+ * contribute to bloom or not. This can be achieved via MRT.
27
+ * ```js
28
+ * const renderPipeline = new THREE.RenderPipeline( renderer );
29
+ *
30
+ * const scenePass = pass( scene, camera );
31
+ * scenePass.setMRT( mrt( {
32
+ * output,
33
+ * emissive
34
+ * } ) );
35
+ *
36
+ * const scenePassColor = scenePass.getTextureNode( 'output' );
37
+ * const emissivePass = scenePass.getTextureNode( 'emissive' );
38
+ *
39
+ * const bloomPass = bloom( emissivePass );
40
+ * renderPipeline.outputNode = scenePassColor.add( bloomPass );
41
+ * ```
42
+ * @augments TempNode
43
+ * @three_import import { bloom } from 'three/addons/tsl/display/BloomNode.js';
44
+ */
45
+ class BloomNode extends TempNode {
46
+
47
+ static get type() {
48
+
49
+ return 'BloomNode';
50
+
51
+ }
52
+
53
+ /**
54
+ * Constructs a new bloom node.
55
+ *
56
+ * @param {Node<vec4>} inputNode - The node that represents the input of the effect.
57
+ * @param {number} [strength=1] - The strength of the bloom.
58
+ * @param {number} [radius=0] - The radius of the bloom.
59
+ * @param {number} [threshold=0] - The luminance threshold limits which bright areas contribute to the bloom effect.
60
+ */
61
+ constructor( inputNode, strength = 1, radius = 0, threshold = 0 ) {
62
+
63
+ super( 'vec4' );
64
+
65
+ /**
66
+ * The node that represents the input of the effect.
67
+ *
68
+ * @type {Node<vec4>}
69
+ */
70
+ this.inputNode = inputNode;
71
+
72
+ /**
73
+ * The strength of the bloom.
74
+ *
75
+ * @type {UniformNode<float>}
76
+ */
77
+ this.strength = uniform( strength );
78
+
79
+ /**
80
+ * The radius of the bloom. Must be in the range `[0,1]`.
81
+ *
82
+ * @type {UniformNode<float>}
83
+ */
84
+ this.radius = uniform( radius );
85
+
86
+ /**
87
+ * The luminance threshold limits which bright areas contribute to the bloom effect.
88
+ *
89
+ * @type {UniformNode<float>}
90
+ */
91
+ this.threshold = uniform( threshold );
92
+
93
+ /**
94
+ * Can be used to tweak the extracted luminance from the scene.
95
+ *
96
+ * @type {UniformNode<float>}
97
+ */
98
+ this.smoothWidth = uniform( 0.01 );
99
+
100
+ /**
101
+ * An array that holds the render targets for the horizontal blur passes.
102
+ *
103
+ * @private
104
+ * @type {Array<RenderTarget>}
105
+ */
106
+ this._renderTargetsHorizontal = [];
107
+
108
+ /**
109
+ * An array that holds the render targets for the vertical blur passes.
110
+ *
111
+ * @private
112
+ * @type {Array<RenderTarget>}
113
+ */
114
+ this._renderTargetsVertical = [];
115
+
116
+ /**
117
+ * The number if blur mips.
118
+ *
119
+ * @private
120
+ * @type {number}
121
+ */
122
+ this._nMips = 5;
123
+
124
+ /**
125
+ * The render target for the luminance pass.
126
+ *
127
+ * @private
128
+ * @type {RenderTarget}
129
+ */
130
+ this._renderTargetBright = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
131
+ this._renderTargetBright.texture.name = 'UnrealBloomPass.bright';
132
+ this._renderTargetBright.texture.generateMipmaps = false;
133
+
134
+ //
135
+
136
+ for ( let i = 0; i < this._nMips; i ++ ) {
137
+
138
+ const renderTargetHorizontal = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
139
+
140
+ renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
141
+ renderTargetHorizontal.texture.generateMipmaps = false;
142
+
143
+ this._renderTargetsHorizontal.push( renderTargetHorizontal );
144
+
145
+ const renderTargetVertical = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
146
+
147
+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
148
+ renderTargetVertical.texture.generateMipmaps = false;
149
+
150
+ this._renderTargetsVertical.push( renderTargetVertical );
151
+
152
+ }
153
+
154
+ /**
155
+ * The material for the composite pass.
156
+ *
157
+ * @private
158
+ * @type {?NodeMaterial}
159
+ */
160
+ this._compositeMaterial = null;
161
+
162
+ /**
163
+ * The material for the luminance pass.
164
+ *
165
+ * @private
166
+ * @type {?NodeMaterial}
167
+ */
168
+ this._highPassFilterMaterial = null;
169
+
170
+ /**
171
+ * The materials for the blur pass.
172
+ *
173
+ * @private
174
+ * @type {Array<NodeMaterial>}
175
+ */
176
+ this._separableBlurMaterials = [];
177
+
178
+ /**
179
+ * The result of the luminance pass as a texture node for further processing.
180
+ *
181
+ * @private
182
+ * @type {TextureNode}
183
+ */
184
+ this._textureNodeBright = texture( this._renderTargetBright.texture );
185
+
186
+ /**
187
+ * The result of the first blur pass as a texture node for further processing.
188
+ *
189
+ * @private
190
+ * @type {TextureNode}
191
+ */
192
+ this._textureNodeBlur0 = texture( this._renderTargetsVertical[ 0 ].texture );
193
+
194
+ /**
195
+ * The result of the second blur pass as a texture node for further processing.
196
+ *
197
+ * @private
198
+ * @type {TextureNode}
199
+ */
200
+ this._textureNodeBlur1 = texture( this._renderTargetsVertical[ 1 ].texture );
201
+
202
+ /**
203
+ * The result of the third blur pass as a texture node for further processing.
204
+ *
205
+ * @private
206
+ * @type {TextureNode}
207
+ */
208
+ this._textureNodeBlur2 = texture( this._renderTargetsVertical[ 2 ].texture );
209
+
210
+ /**
211
+ * The result of the fourth blur pass as a texture node for further processing.
212
+ *
213
+ * @private
214
+ * @type {TextureNode}
215
+ */
216
+ this._textureNodeBlur3 = texture( this._renderTargetsVertical[ 3 ].texture );
217
+
218
+ /**
219
+ * The result of the fifth blur pass as a texture node for further processing.
220
+ *
221
+ * @private
222
+ * @type {TextureNode}
223
+ */
224
+ this._textureNodeBlur4 = texture( this._renderTargetsVertical[ 4 ].texture );
225
+
226
+ /**
227
+ * The result of the effect is represented as a separate texture node.
228
+ *
229
+ * @private
230
+ * @type {PassTextureNode}
231
+ */
232
+ this._textureOutput = passTexture( this, this._renderTargetsHorizontal[ 0 ].texture );
233
+
234
+ /**
235
+ * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
236
+ * its effect once per frame in `updateBefore()`.
237
+ *
238
+ * @type {string}
239
+ * @default 'frame'
240
+ */
241
+ this.updateBeforeType = NodeUpdateType.FRAME;
242
+
243
+ }
244
+
245
+ /**
246
+ * Returns the result of the effect as a texture node.
247
+ *
248
+ * @return {PassTextureNode} A texture node that represents the result of the effect.
249
+ */
250
+ getTextureNode() {
251
+
252
+ return this._textureOutput;
253
+
254
+ }
255
+
256
+ /**
257
+ * Sets the size of the effect.
258
+ *
259
+ * @param {number} width - The width of the effect.
260
+ * @param {number} height - The height of the effect.
261
+ */
262
+ setSize( width, height ) {
263
+
264
+ let resx = Math.round( width / 2 );
265
+ let resy = Math.round( height / 2 );
266
+
267
+ this._renderTargetBright.setSize( resx, resy );
268
+
269
+ for ( let i = 0; i < this._nMips; i ++ ) {
270
+
271
+ this._renderTargetsHorizontal[ i ].setSize( resx, resy );
272
+ this._renderTargetsVertical[ i ].setSize( resx, resy );
273
+
274
+ this._separableBlurMaterials[ i ].invSize.value.set( 1 / resx, 1 / resy );
275
+
276
+ resx = Math.round( resx / 2 );
277
+ resy = Math.round( resy / 2 );
278
+
279
+ }
280
+
281
+ }
282
+
283
+ /**
284
+ * This method is used to render the effect once per frame.
285
+ *
286
+ * @param {NodeFrame} frame - The current node frame.
287
+ */
288
+ updateBefore( frame ) {
289
+
290
+ const { renderer } = frame;
291
+
292
+ _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
293
+
294
+ //
295
+
296
+ const size = renderer.getDrawingBufferSize( _size );
297
+ this.setSize( size.width, size.height );
298
+
299
+ // 1. Extract bright areas
300
+
301
+ renderer.setRenderTarget( this._renderTargetBright );
302
+ _quadMesh.material = this._highPassFilterMaterial;
303
+ _quadMesh.name = 'Bloom [ High Pass ]';
304
+ _quadMesh.render( renderer );
305
+
306
+ // 2. Blur all the mips progressively
307
+
308
+ let inputRenderTarget = this._renderTargetBright;
309
+
310
+ for ( let i = 0; i < this._nMips; i ++ ) {
311
+
312
+ _quadMesh.material = this._separableBlurMaterials[ i ];
313
+
314
+ this._separableBlurMaterials[ i ].colorTexture.value = inputRenderTarget.texture;
315
+ this._separableBlurMaterials[ i ].direction.value = _BlurDirectionX;
316
+ renderer.setRenderTarget( this._renderTargetsHorizontal[ i ] );
317
+ _quadMesh.name = `Bloom [ Blur Horizontal - ${ i } ]`;
318
+ _quadMesh.render( renderer );
319
+
320
+ this._separableBlurMaterials[ i ].colorTexture.value = this._renderTargetsHorizontal[ i ].texture;
321
+ this._separableBlurMaterials[ i ].direction.value = _BlurDirectionY;
322
+ renderer.setRenderTarget( this._renderTargetsVertical[ i ] );
323
+ _quadMesh.name = `Bloom [ Blur Vertical - ${ i } ]`;
324
+ _quadMesh.render( renderer );
325
+
326
+ inputRenderTarget = this._renderTargetsVertical[ i ];
327
+
328
+ }
329
+
330
+ // 3. Composite all the mips
331
+
332
+ renderer.setRenderTarget( this._renderTargetsHorizontal[ 0 ] );
333
+ _quadMesh.material = this._compositeMaterial;
334
+ _quadMesh.name = 'Bloom [ Composite ]';
335
+ _quadMesh.render( renderer );
336
+
337
+ // restore
338
+
339
+ RendererUtils.restoreRendererState( renderer, _rendererState );
340
+
341
+ }
342
+
343
+ /**
344
+ * This method is used to setup the effect's TSL code.
345
+ *
346
+ * @param {NodeBuilder} builder - The current node builder.
347
+ * @return {PassTextureNode}
348
+ */
349
+ setup( builder ) {
350
+
351
+ // luminosity high pass material
352
+
353
+ const luminosityHighPass = Fn( () => {
354
+
355
+ const texel = this.inputNode;
356
+ const v = luminance( texel.rgb );
357
+
358
+ const alpha = smoothstep( this.threshold, this.threshold.add( this.smoothWidth ), v );
359
+
360
+ return mix( vec4( 0 ), texel, alpha );
361
+
362
+ } );
363
+
364
+ this._highPassFilterMaterial = this._highPassFilterMaterial || new NodeMaterial();
365
+ this._highPassFilterMaterial.fragmentNode = luminosityHighPass().context( builder.getSharedContext() );
366
+ this._highPassFilterMaterial.name = 'Bloom_highPass';
367
+ this._highPassFilterMaterial.needsUpdate = true;
368
+
369
+ // gaussian blur materials
370
+
371
+ // These sizes have been changed to account for the altered coefficients-calculation to avoid blockiness,
372
+ // while retaining the same blur-strength. For details see https://github.com/mrdoob/three.js/pull/31528
373
+ const kernelSizeArray = [ 6, 10, 14, 18, 22 ];
374
+
375
+ for ( let i = 0; i < this._nMips; i ++ ) {
376
+
377
+ this._separableBlurMaterials.push( this._getSeparableBlurMaterial( builder, kernelSizeArray[ i ] ) );
378
+
379
+ }
380
+
381
+ // composite material
382
+
383
+ const bloomFactors = uniformArray( [ 1.0, 0.8, 0.6, 0.4, 0.2 ] );
384
+ const bloomTintColors = uniformArray( [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ] );
385
+
386
+ const lerpBloomFactor = Fn( ( [ factor, radius ] ) => {
387
+
388
+ const mirrorFactor = float( 1.2 ).sub( factor );
389
+ return mix( factor, mirrorFactor, radius );
390
+
391
+ } ).setLayout( {
392
+ name: 'lerpBloomFactor',
393
+ type: 'float',
394
+ inputs: [
395
+ { name: 'factor', type: 'float' },
396
+ { name: 'radius', type: 'float' },
397
+ ]
398
+ } );
399
+
400
+
401
+ const compositePass = Fn( () => {
402
+
403
+ const color0 = lerpBloomFactor( bloomFactors.element( 0 ), this.radius ).mul( vec4( bloomTintColors.element( 0 ), 1.0 ) ).mul( this._textureNodeBlur0 );
404
+ const color1 = lerpBloomFactor( bloomFactors.element( 1 ), this.radius ).mul( vec4( bloomTintColors.element( 1 ), 1.0 ) ).mul( this._textureNodeBlur1 );
405
+ const color2 = lerpBloomFactor( bloomFactors.element( 2 ), this.radius ).mul( vec4( bloomTintColors.element( 2 ), 1.0 ) ).mul( this._textureNodeBlur2 );
406
+ const color3 = lerpBloomFactor( bloomFactors.element( 3 ), this.radius ).mul( vec4( bloomTintColors.element( 3 ), 1.0 ) ).mul( this._textureNodeBlur3 );
407
+ const color4 = lerpBloomFactor( bloomFactors.element( 4 ), this.radius ).mul( vec4( bloomTintColors.element( 4 ), 1.0 ) ).mul( this._textureNodeBlur4 );
408
+
409
+ const sum = color0.add( color1 ).add( color2 ).add( color3 ).add( color4 );
410
+
411
+ return sum.mul( this.strength );
412
+
413
+ } );
414
+
415
+ this._compositeMaterial = this._compositeMaterial || new NodeMaterial();
416
+ this._compositeMaterial.fragmentNode = compositePass().context( builder.getSharedContext() );
417
+ this._compositeMaterial.name = 'Bloom_comp';
418
+ this._compositeMaterial.needsUpdate = true;
419
+
420
+ //
421
+
422
+ return this._textureOutput;
423
+
424
+ }
425
+
426
+ /**
427
+ * Frees internal resources. This method should be called
428
+ * when the effect is no longer required.
429
+ */
430
+ dispose() {
431
+
432
+ for ( let i = 0; i < this._renderTargetsHorizontal.length; i ++ ) {
433
+
434
+ this._renderTargetsHorizontal[ i ].dispose();
435
+
436
+ }
437
+
438
+ for ( let i = 0; i < this._renderTargetsVertical.length; i ++ ) {
439
+
440
+ this._renderTargetsVertical[ i ].dispose();
441
+
442
+ }
443
+
444
+ this._renderTargetBright.dispose();
445
+
446
+ if ( this._highPassFilterMaterial !== null ) this._highPassFilterMaterial.dispose();
447
+ if ( this._compositeMaterial !== null ) this._compositeMaterial.dispose();
448
+
449
+ for ( let i = 0; i < this._separableBlurMaterials.length; i ++ ) {
450
+
451
+ this._separableBlurMaterials[ i ].dispose();
452
+
453
+ }
454
+
455
+ }
456
+
457
+ /**
458
+ * Create a separable blur material for the given kernel radius.
459
+ *
460
+ * @private
461
+ * @param {NodeBuilder} builder - The current node builder.
462
+ * @param {number} kernelRadius - The kernel radius.
463
+ * @return {NodeMaterial}
464
+ */
465
+ _getSeparableBlurMaterial( builder, kernelRadius ) {
466
+
467
+ const coefficients = [];
468
+ const sigma = kernelRadius / 3;
469
+
470
+ for ( let i = 0; i < kernelRadius; i ++ ) {
471
+
472
+ coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( sigma * sigma ) ) / sigma );
473
+
474
+ }
475
+
476
+ //
477
+
478
+ const colorTexture = texture( null );
479
+ const gaussianCoefficients = uniformArray( coefficients );
480
+ const invSize = uniform( new Vector2() );
481
+ const direction = uniform( new Vector2( 0.5, 0.5 ) );
482
+
483
+ const uvNode = uv();
484
+ const sampleTexel = ( uv ) => colorTexture.sample( uv );
485
+
486
+ const separableBlurPass = Fn( () => {
487
+
488
+ const diffuseSum = sampleTexel( uvNode ).rgb.mul( gaussianCoefficients.element( 0 ) ).toVar();
489
+
490
+ Loop( { start: int( 1 ), end: int( kernelRadius ), type: 'int', condition: '<' }, ( { i } ) => {
491
+
492
+ const x = float( i );
493
+ const w = gaussianCoefficients.element( i );
494
+ const uvOffset = direction.mul( invSize ).mul( x );
495
+ const sample1 = sampleTexel( uvNode.add( uvOffset ) ).rgb;
496
+ const sample2 = sampleTexel( uvNode.sub( uvOffset ) ).rgb;
497
+ diffuseSum.addAssign( add( sample1, sample2 ).mul( w ) );
498
+
499
+ } );
500
+
501
+ return vec4( diffuseSum, 1.0 );
502
+
503
+ } );
504
+
505
+ const separableBlurMaterial = new NodeMaterial();
506
+ separableBlurMaterial.fragmentNode = separableBlurPass().context( builder.getSharedContext() );
507
+ separableBlurMaterial.name = 'Bloom_separable';
508
+ separableBlurMaterial.needsUpdate = true;
509
+
510
+ // uniforms
511
+ separableBlurMaterial.colorTexture = colorTexture;
512
+ separableBlurMaterial.direction = direction;
513
+ separableBlurMaterial.invSize = invSize;
514
+
515
+ return separableBlurMaterial;
516
+
517
+ }
518
+
519
+ }
520
+
521
+ /**
522
+ * TSL function for creating a bloom effect.
523
+ *
524
+ * @tsl
525
+ * @function
526
+ * @param {Node<vec4>} node - The node that represents the input of the effect.
527
+ * @param {number} [strength=1] - The strength of the bloom.
528
+ * @param {number} [radius=0] - The radius of the bloom.
529
+ * @param {number} [threshold=0] - The luminance threshold limits which bright areas contribute to the bloom effect.
530
+ * @returns {BloomNode}
531
+ */
532
+ export const bloom = ( node, strength, radius, threshold ) => new BloomNode( nodeObject( node ), strength, radius, threshold );
533
+
534
+ export default BloomNode;
@@ -0,0 +1,150 @@
1
+ import { Fn, float, vec2, vec3, sin, screenUV, mix, clamp, dot, convertToTexture, time, uv, select } from 'three/tsl';
2
+ import { circle } from './Shape.js';
3
+
4
+ /**
5
+ * Creates barrel-distorted UV coordinates.
6
+ * The center of the screen appears to bulge outward (convex distortion).
7
+ *
8
+ * @tsl
9
+ * @function
10
+ * @param {Node<float>} [curvature=0.1] - The amount of curvature (0 = flat, 0.5 = very curved).
11
+ * @param {Node<vec2>} [coord=uv()] - The input UV coordinates.
12
+ * @return {Node<vec2>} The distorted UV coordinates.
13
+ */
14
+ export const barrelUV = Fn( ( [ curvature = float( 0.1 ), coord = uv() ] ) => {
15
+
16
+ // Center UV coordinates (-1 to 1)
17
+ const centered = coord.sub( 0.5 ).mul( 2.0 );
18
+
19
+ // Calculate squared distance from center
20
+ const r2 = dot( centered, centered );
21
+
22
+ // Barrel distortion: push center outward (bulge effect)
23
+ const distortion = float( 1.0 ).sub( r2.mul( curvature ) );
24
+
25
+ // Calculate scale to compensate for edge expansion
26
+ // At corners r² = 2, so we scale by the inverse of corner distortion
27
+ const cornerDistortion = float( 1.0 ).sub( curvature.mul( 2.0 ) );
28
+
29
+ // Apply distortion and compensate scale to keep edges aligned
30
+ const distorted = centered.div( distortion ).mul( cornerDistortion ).mul( 0.5 ).add( 0.5 );
31
+
32
+ return distorted;
33
+
34
+ } );
35
+
36
+ /**
37
+ * Checks if UV coordinates are inside the valid 0-1 range.
38
+ * Useful for masking areas inside the distorted screen.
39
+ *
40
+ * @tsl
41
+ * @function
42
+ * @param {Node<vec2>} coord - The UV coordinates to check.
43
+ * @return {Node<float>} 1.0 if inside bounds, 0.0 if outside.
44
+ */
45
+ export const barrelMask = Fn( ( [ coord ] ) => {
46
+
47
+ const outOfBounds = coord.x.lessThan( 0.0 )
48
+ .or( coord.x.greaterThan( 1.0 ) )
49
+ .or( coord.y.lessThan( 0.0 ) )
50
+ .or( coord.y.greaterThan( 1.0 ) );
51
+
52
+ return select( outOfBounds, float( 0.0 ), float( 1.0 ) );
53
+
54
+ } );
55
+
56
+ /**
57
+ * Applies color bleeding effect to simulate horizontal color smearing.
58
+ * Simulates the analog signal bleeding in CRT displays where colors
59
+ * "leak" into adjacent pixels horizontally.
60
+ *
61
+ * @tsl
62
+ * @function
63
+ * @param {Node} color - The input texture node.
64
+ * @param {Node<float>} [amount=0.002] - The amount of color bleeding (0-0.01).
65
+ * @return {Node<vec3>} The color with bleeding effect applied.
66
+ */
67
+ export const colorBleeding = Fn( ( [ color, amount = float( 0.002 ) ] ) => {
68
+
69
+ const inputTexture = convertToTexture( color );
70
+
71
+ // Get the original color
72
+ const original = inputTexture.sample( screenUV ).rgb;
73
+
74
+ // Sample colors from the left (simulating signal trailing)
75
+ const left1 = inputTexture.sample( screenUV.sub( vec2( amount, 0.0 ) ) ).rgb;
76
+ const left2 = inputTexture.sample( screenUV.sub( vec2( amount.mul( 2.0 ), 0.0 ) ) ).rgb;
77
+ const left3 = inputTexture.sample( screenUV.sub( vec2( amount.mul( 3.0 ), 0.0 ) ) ).rgb;
78
+
79
+ // Red bleeds more (travels further in analog signal)
80
+ const bleedR = original.r
81
+ .add( left1.r.mul( 0.4 ) )
82
+ .add( left2.r.mul( 0.2 ) )
83
+ .add( left3.r.mul( 0.1 ) );
84
+
85
+ // Green bleeds medium
86
+ const bleedG = original.g
87
+ .add( left1.g.mul( 0.25 ) )
88
+ .add( left2.g.mul( 0.1 ) );
89
+
90
+ // Blue bleeds least
91
+ const bleedB = original.b
92
+ .add( left1.b.mul( 0.15 ) );
93
+
94
+ // Normalize and clamp
95
+ const r = clamp( bleedR.div( 1.7 ), 0.0, 1.0 );
96
+ const g = clamp( bleedG.div( 1.35 ), 0.0, 1.0 );
97
+ const b = clamp( bleedB.div( 1.15 ), 0.0, 1.0 );
98
+
99
+ return vec3( r, g, b );
100
+
101
+ } );
102
+
103
+ /**
104
+ * Applies scanline effect to simulate CRT monitor horizontal lines with animation.
105
+ *
106
+ * @tsl
107
+ * @function
108
+ * @param {Node<vec3>} color - The input color.
109
+ * @param {Node<float>} [intensity=0.3] - The intensity of the scanlines (0-1).
110
+ * @param {Node<float>} [count=240] - The number of scanlines (typically matches vertical resolution).
111
+ * @param {Node<float>} [speed=0.0] - The scroll speed of scanlines (0 = static, 1 = normal CRT roll).
112
+ * @param {Node<vec2>} [coord=uv()] - The UV coordinates to use for scanlines.
113
+ * @return {Node<vec3>} The color with scanlines applied.
114
+ */
115
+ export const scanlines = Fn( ( [ color, intensity = float( 0.3 ), count = float( 240.0 ), speed = float( 0.0 ), coord = uv() ] ) => {
116
+
117
+ // Animate scanlines scrolling down (like CRT vertical sync roll)
118
+ const animatedY = coord.y.sub( time.mul( speed ) );
119
+
120
+ // Create scanline pattern
121
+ const scanline = sin( animatedY.mul( count ) );
122
+ const scanlineIntensity = scanline.mul( 0.5 ).add( 0.5 ).mul( intensity );
123
+
124
+ // Darken alternate lines
125
+ return color.mul( float( 1.0 ).sub( scanlineIntensity ) );
126
+
127
+ } );
128
+
129
+ /**
130
+ * Applies vignette effect to darken the edges of the screen.
131
+ *
132
+ * @tsl
133
+ * @function
134
+ * @param {Node<vec3>} color - The input color.
135
+ * @param {Node<float>} [intensity=0.4] - The intensity of the vignette (0-1).
136
+ * @param {Node<float>} [smoothness=0.5] - The smoothness of the vignette falloff.
137
+ * @param {Node<vec2>} [coord=uv()] - The UV coordinates to use for vignette calculation.
138
+ * @return {Node<vec3>} The color with vignette applied.
139
+ */
140
+ export const vignette = Fn( ( [ color, intensity = float( 0.4 ), smoothness = float( 0.5 ), coord = uv() ] ) => {
141
+
142
+ // Use circle for radial gradient (1.42 ≈ √2 covers full diagonal)
143
+ const mask = circle( float( 1.42 ), smoothness, coord );
144
+
145
+ // Apply vignette: center = 1, edges = (1 - intensity)
146
+ const vignetteAmount = mix( float( 1.0 ).sub( intensity ), float( 1.0 ), mask );
147
+
148
+ return color.mul( vignetteAmount );
149
+
150
+ } );