@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.
- package/LICENSE +1 -1
- package/README.md +5 -6
- package/build/three.cjs +54178 -56709
- package/build/three.core.js +59506 -0
- package/build/three.core.min.js +6 -0
- package/build/three.module.js +11645 -73012
- package/build/three.module.min.js +2 -2
- package/build/three.tsl.js +648 -0
- package/build/three.tsl.min.js +6 -0
- package/build/three.webgpu.js +53905 -51657
- package/build/three.webgpu.min.js +2 -2
- package/build/three.webgpu.nodes.js +53884 -51814
- package/build/three.webgpu.nodes.min.js +2 -2
- package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
- package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
- package/examples/jsm/Addons.js +5 -15
- package/examples/jsm/animation/AnimationClipCreator.js +58 -6
- package/examples/jsm/animation/CCDIKSolver.js +152 -45
- package/examples/jsm/capabilities/WebGL.js +28 -29
- package/examples/jsm/capabilities/WebGPU.js +19 -17
- package/examples/jsm/controls/ArcballControls.js +474 -178
- package/examples/jsm/controls/DragControls.js +100 -58
- package/examples/jsm/controls/FirstPersonControls.js +116 -6
- package/examples/jsm/controls/FlyControls.js +50 -2
- package/examples/jsm/controls/MapControls.js +96 -8
- package/examples/jsm/controls/OrbitControls.js +496 -57
- package/examples/jsm/controls/PointerLockControls.js +115 -22
- package/examples/jsm/controls/TrackballControls.js +166 -14
- package/examples/jsm/controls/TransformControls.js +336 -26
- package/examples/jsm/csm/CSM.js +232 -18
- package/examples/jsm/csm/CSMFrustum.js +61 -4
- package/examples/jsm/csm/CSMHelper.js +50 -0
- package/examples/jsm/csm/CSMShader.js +13 -1
- package/examples/jsm/csm/CSMShadowNode.js +599 -0
- package/examples/jsm/curves/CurveExtras.js +303 -31
- package/examples/jsm/curves/NURBSCurve.js +91 -16
- package/examples/jsm/curves/NURBSSurface.js +52 -6
- package/examples/jsm/curves/NURBSUtils.js +102 -112
- package/examples/jsm/curves/NURBSVolume.js +24 -4
- package/examples/jsm/effects/AnaglyphEffect.js +134 -7
- package/examples/jsm/effects/AsciiEffect.js +69 -22
- package/examples/jsm/effects/OutlineEffect.js +61 -111
- package/examples/jsm/effects/ParallaxBarrierEffect.js +30 -0
- package/examples/jsm/effects/StereoEffect.js +31 -0
- package/examples/jsm/environments/ColorEnvironment.js +59 -0
- package/examples/jsm/environments/DebugEnvironment.js +50 -0
- package/examples/jsm/environments/RoomEnvironment.js +83 -42
- package/examples/jsm/exporters/DRACOExporter.js +56 -14
- package/examples/jsm/exporters/EXRExporter.js +40 -9
- package/examples/jsm/exporters/GLTFExporter.js +502 -169
- package/examples/jsm/exporters/OBJExporter.js +21 -1
- package/examples/jsm/exporters/PLYExporter.js +44 -12
- package/examples/jsm/exporters/STLExporter.js +27 -5
- package/examples/jsm/exporters/USDZExporter.js +781 -291
- package/examples/jsm/geometries/BoxLineGeometry.js +23 -0
- package/examples/jsm/geometries/ConvexGeometry.js +19 -0
- package/examples/jsm/geometries/DecalGeometry.js +91 -30
- package/examples/jsm/geometries/ParametricFunctions.js +100 -0
- package/examples/jsm/geometries/ParametricGeometry.js +38 -5
- package/examples/jsm/geometries/RoundedBoxGeometry.js +68 -7
- package/examples/jsm/geometries/TeapotGeometry.js +23 -38
- package/examples/jsm/geometries/TextGeometry.js +48 -29
- package/examples/jsm/gpgpu/BitonicSort.js +715 -0
- package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
- package/examples/jsm/helpers/LightProbeHelper.js +36 -0
- package/examples/jsm/helpers/LightProbeHelperGPU.js +38 -1
- package/examples/jsm/helpers/OctreeHelper.js +36 -0
- package/examples/jsm/helpers/PositionalAudioHelper.js +60 -0
- package/examples/jsm/helpers/RapierHelper.js +59 -0
- package/examples/jsm/helpers/RectAreaLightHelper.js +36 -3
- package/examples/jsm/helpers/TextureHelper.js +28 -0
- package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
- package/examples/jsm/helpers/VertexNormalsHelper.js +61 -2
- package/examples/jsm/helpers/VertexTangentsHelper.js +47 -2
- package/examples/jsm/helpers/ViewHelper.js +181 -9
- package/examples/jsm/inspector/Inspector.js +487 -0
- package/examples/jsm/inspector/RendererInspector.js +425 -0
- package/examples/jsm/inspector/tabs/Console.js +238 -0
- package/examples/jsm/inspector/tabs/Parameters.js +348 -0
- package/examples/jsm/inspector/tabs/Performance.js +268 -0
- package/examples/jsm/inspector/tabs/Viewer.js +166 -0
- package/examples/jsm/inspector/ui/Graph.js +95 -0
- package/examples/jsm/inspector/ui/Item.js +170 -0
- package/examples/jsm/inspector/ui/List.js +75 -0
- package/examples/jsm/inspector/ui/Profiler.js +1975 -0
- package/examples/jsm/inspector/ui/Style.js +1613 -0
- package/examples/jsm/inspector/ui/Tab.js +233 -0
- package/examples/jsm/inspector/ui/Values.js +439 -0
- package/examples/jsm/inspector/ui/utils.js +56 -0
- package/examples/jsm/interactive/HTMLMesh.js +43 -12
- package/examples/jsm/interactive/InteractiveGroup.js +170 -52
- package/examples/jsm/interactive/SelectionBox.js +106 -9
- package/examples/jsm/interactive/SelectionHelper.js +76 -30
- package/examples/jsm/libs/demuxer_mp4.js +109 -0
- package/examples/jsm/libs/meshopt_decoder.module.js +76 -58
- package/examples/jsm/libs/motion-controllers.module.js +1 -1
- package/examples/jsm/lighting/TiledLighting.js +42 -0
- package/examples/jsm/lights/LightProbeGenerator.js +44 -7
- package/examples/jsm/lights/RectAreaLightTexturesLib.js +50 -14
- package/examples/jsm/lights/RectAreaLightUniformsLib.js +16 -0
- package/examples/jsm/lines/Line2.js +41 -4
- package/examples/jsm/lines/LineGeometry.js +80 -2
- package/examples/jsm/lines/LineMaterial.js +105 -5
- package/examples/jsm/lines/LineSegments2.js +54 -4
- package/examples/jsm/lines/LineSegmentsGeometry.js +65 -8
- package/examples/jsm/lines/Wireframe.js +41 -4
- package/examples/jsm/lines/WireframeGeometry2.js +27 -2
- package/examples/jsm/lines/webgpu/Line2.js +28 -2
- package/examples/jsm/lines/webgpu/LineSegments2.js +59 -24
- package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
- package/examples/jsm/loaders/3DMLoader.js +78 -6
- package/examples/jsm/loaders/3MFLoader.js +148 -7
- package/examples/jsm/loaders/AMFLoader.js +34 -14
- package/examples/jsm/loaders/BVHLoader.js +59 -12
- package/examples/jsm/loaders/ColladaLoader.js +61 -4027
- package/examples/jsm/loaders/DDSLoader.js +68 -1
- package/examples/jsm/loaders/DRACOLoader.js +146 -22
- package/examples/jsm/loaders/EXRLoader.js +255 -34
- package/examples/jsm/loaders/FBXLoader.js +80 -42
- package/examples/jsm/loaders/FontLoader.js +83 -6
- package/examples/jsm/loaders/GCodeLoader.js +71 -14
- package/examples/jsm/loaders/GLTFLoader.js +381 -263
- package/examples/jsm/loaders/HDRCubeTextureLoader.js +52 -3
- package/examples/jsm/loaders/HDRLoader.js +485 -0
- package/examples/jsm/loaders/IESLoader.js +42 -0
- package/examples/jsm/loaders/KMZLoader.js +39 -6
- package/examples/jsm/loaders/KTX2Loader.js +124 -48
- package/examples/jsm/loaders/KTXLoader.js +31 -10
- package/examples/jsm/loaders/LDrawLoader.js +192 -145
- package/examples/jsm/loaders/LUT3dlLoader.js +47 -10
- package/examples/jsm/loaders/LUTCubeLoader.js +46 -9
- package/examples/jsm/loaders/LUTImageLoader.js +79 -38
- package/examples/jsm/loaders/LWOLoader.js +54 -59
- package/examples/jsm/loaders/LottieLoader.js +54 -1
- package/examples/jsm/loaders/MD2Loader.js +37 -1
- package/examples/jsm/loaders/MDDLoader.js +57 -12
- package/examples/jsm/loaders/MTLLoader.js +60 -35
- package/examples/jsm/loaders/MaterialXLoader.js +268 -34
- package/examples/jsm/loaders/NRRDLoader.js +40 -8
- package/examples/jsm/loaders/OBJLoader.js +51 -2
- package/examples/jsm/loaders/PCDLoader.js +173 -21
- package/examples/jsm/loaders/PDBLoader.js +41 -2
- package/examples/jsm/loaders/PLYLoader.js +70 -39
- package/examples/jsm/loaders/PVRLoader.js +25 -6
- package/examples/jsm/loaders/RGBELoader.js +6 -438
- package/examples/jsm/loaders/STLLoader.js +48 -38
- package/examples/jsm/loaders/SVGLoader.js +119 -25
- package/examples/jsm/loaders/TDSLoader.js +92 -74
- package/examples/jsm/loaders/TGALoader.js +23 -2
- package/examples/jsm/loaders/TIFFLoader.js +23 -0
- package/examples/jsm/loaders/TTFLoader.js +50 -3
- package/examples/jsm/loaders/USDLoader.js +279 -0
- package/examples/jsm/loaders/USDZLoader.js +4 -858
- package/examples/jsm/loaders/UltraHDRLoader.js +338 -166
- package/examples/jsm/loaders/VOXLoader.js +688 -87
- package/examples/jsm/loaders/VRMLLoader.js +121 -12
- package/examples/jsm/loaders/VTKLoader.js +77 -25
- package/examples/jsm/loaders/XYZLoader.js +36 -0
- package/examples/jsm/loaders/collada/ColladaComposer.js +2950 -0
- package/examples/jsm/loaders/collada/ColladaParser.js +1962 -0
- package/examples/jsm/loaders/lwo/IFFParser.js +77 -77
- package/examples/jsm/loaders/usd/USDAParser.js +822 -0
- package/examples/jsm/loaders/usd/USDCParser.js +1852 -0
- package/examples/jsm/loaders/usd/USDComposer.js +4041 -0
- package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
- package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
- package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
- package/examples/jsm/math/Capsule.js +91 -14
- package/examples/jsm/math/ColorConverter.js +22 -0
- package/examples/jsm/math/ColorSpaces.js +74 -2
- package/examples/jsm/math/ConvexHull.js +517 -93
- package/examples/jsm/math/ImprovedNoise.js +32 -15
- package/examples/jsm/math/Lut.js +113 -0
- package/examples/jsm/math/MeshSurfaceSampler.js +78 -13
- package/examples/jsm/math/OBB.js +141 -29
- package/examples/jsm/math/Octree.js +283 -7
- package/examples/jsm/math/SimplexNoise.js +68 -42
- package/examples/jsm/misc/ConvexObjectBreaker.js +45 -25
- package/examples/jsm/misc/GPUComputationRenderer.js +96 -20
- package/examples/jsm/misc/Gyroscope.js +12 -0
- package/examples/jsm/misc/MD2Character.js +117 -2
- package/examples/jsm/misc/MD2CharacterComplex.js +175 -11
- package/examples/jsm/misc/MorphAnimMesh.js +44 -0
- package/examples/jsm/misc/MorphBlendMesh.js +103 -0
- package/examples/jsm/misc/ProgressiveLightMap.js +100 -54
- package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
- package/examples/jsm/misc/RollerCoaster.js +57 -0
- package/examples/jsm/misc/TubePainter.js +437 -40
- package/examples/jsm/misc/Volume.js +123 -76
- package/examples/jsm/misc/VolumeSlice.js +95 -49
- package/examples/jsm/modifiers/CurveModifier.js +66 -38
- package/examples/jsm/modifiers/CurveModifierGPU.js +42 -19
- package/examples/jsm/modifiers/EdgeSplitModifier.js +20 -0
- package/examples/jsm/modifiers/SimplifyModifier.js +24 -10
- package/examples/jsm/modifiers/TessellateModifier.js +35 -2
- package/examples/jsm/objects/GroundedSkybox.js +25 -6
- package/examples/jsm/objects/Lensflare.js +94 -2
- package/examples/jsm/objects/LensflareMesh.js +64 -10
- package/examples/jsm/objects/MarchingCubes.js +90 -5
- package/examples/jsm/objects/Reflector.js +76 -2
- package/examples/jsm/objects/ReflectorForSSRPass.js +41 -0
- package/examples/jsm/objects/Refractor.js +62 -0
- package/examples/jsm/objects/ShadowMesh.js +54 -4
- package/examples/jsm/objects/Sky.js +106 -16
- package/examples/jsm/objects/SkyMesh.js +211 -38
- package/examples/jsm/objects/Water.js +49 -8
- package/examples/jsm/objects/Water2.js +49 -7
- package/examples/jsm/objects/Water2Mesh.js +50 -9
- package/examples/jsm/objects/WaterMesh.js +136 -43
- package/examples/jsm/physics/AmmoPhysics.js +60 -7
- package/examples/jsm/physics/JoltPhysics.js +65 -12
- package/examples/jsm/physics/RapierPhysics.js +217 -21
- package/examples/jsm/postprocessing/AfterimagePass.js +110 -29
- package/examples/jsm/postprocessing/BloomPass.js +128 -26
- package/examples/jsm/postprocessing/BokehPass.js +99 -22
- package/examples/jsm/postprocessing/ClearPass.js +54 -3
- package/examples/jsm/postprocessing/CubeTexturePass.js +82 -21
- package/examples/jsm/postprocessing/DotScreenPass.js +59 -10
- package/examples/jsm/postprocessing/EffectComposer.js +140 -6
- package/examples/jsm/postprocessing/FXAAPass.js +40 -0
- package/examples/jsm/postprocessing/FilmPass.js +54 -5
- package/examples/jsm/postprocessing/GTAOPass.js +202 -57
- package/examples/jsm/postprocessing/GlitchPass.js +86 -34
- package/examples/jsm/postprocessing/HalftonePass.js +65 -10
- package/examples/jsm/postprocessing/LUTPass.js +38 -8
- package/examples/jsm/postprocessing/MaskPass.js +91 -0
- package/examples/jsm/postprocessing/OutlinePass.js +272 -135
- package/examples/jsm/postprocessing/OutputPass.js +65 -14
- package/examples/jsm/postprocessing/Pass.js +100 -4
- package/examples/jsm/postprocessing/RenderPass.js +94 -0
- package/examples/jsm/postprocessing/RenderPixelatedPass.js +124 -45
- package/examples/jsm/postprocessing/RenderTransitionPass.js +120 -21
- package/examples/jsm/postprocessing/SAOPass.js +128 -55
- package/examples/jsm/postprocessing/SMAAPass.js +106 -75
- package/examples/jsm/postprocessing/SSAARenderPass.js +118 -35
- package/examples/jsm/postprocessing/SSAOPass.js +173 -60
- package/examples/jsm/postprocessing/SSRPass.js +268 -53
- package/examples/jsm/postprocessing/SavePass.js +69 -16
- package/examples/jsm/postprocessing/ShaderPass.js +65 -7
- package/examples/jsm/postprocessing/TAARenderPass.js +79 -24
- package/examples/jsm/postprocessing/TexturePass.js +72 -8
- package/examples/jsm/postprocessing/UnrealBloomPass.js +168 -59
- package/examples/jsm/renderers/CSS2DRenderer.js +98 -5
- package/examples/jsm/renderers/CSS3DRenderer.js +111 -7
- package/examples/jsm/renderers/Projector.js +288 -32
- package/examples/jsm/renderers/SVGRenderer.js +323 -61
- package/examples/jsm/renderers/webgl-legacy/nodes/GLSL1NodeBuilder.js +3 -1
- package/examples/jsm/renderers/webgl-legacy/nodes/SlotNode.js +1 -1
- package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +5 -1
- package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +12 -5
- package/examples/jsm/shaders/AfterimageShader.js +8 -3
- package/examples/jsm/shaders/BasicShader.js +8 -1
- package/examples/jsm/shaders/BleachBypassShader.js +10 -3
- package/examples/jsm/shaders/BlendShader.js +8 -1
- package/examples/jsm/shaders/BokehShader.js +9 -3
- package/examples/jsm/shaders/BokehShader2.js +11 -4
- package/examples/jsm/shaders/BrightnessContrastShader.js +10 -4
- package/examples/jsm/shaders/ColorCorrectionShader.js +8 -1
- package/examples/jsm/shaders/ColorifyShader.js +8 -1
- package/examples/jsm/shaders/ConvolutionShader.js +9 -38
- package/examples/jsm/shaders/CopyShader.js +8 -1
- package/examples/jsm/shaders/DOFMipMapShader.js +10 -3
- package/examples/jsm/shaders/DepthLimitedBlurShader.js +10 -1
- package/examples/jsm/shaders/DigitalGlitch.js +10 -7
- package/examples/jsm/shaders/DotScreenShader.js +8 -3
- package/examples/jsm/shaders/ExposureShader.js +8 -1
- package/examples/jsm/shaders/FXAAShader.js +233 -221
- package/examples/jsm/shaders/FilmShader.js +13 -0
- package/examples/jsm/shaders/FocusShader.js +8 -3
- package/examples/jsm/shaders/FreiChenShader.js +10 -3
- package/examples/jsm/shaders/GTAOShader.js +55 -45
- package/examples/jsm/shaders/GammaCorrectionShader.js +11 -2
- package/examples/jsm/shaders/HalftoneShader.js +24 -4
- package/examples/jsm/shaders/HorizontalBlurShader.js +12 -3
- package/examples/jsm/shaders/HorizontalTiltShiftShader.js +9 -2
- package/examples/jsm/shaders/HueSaturationShader.js +10 -3
- package/examples/jsm/shaders/KaleidoShader.js +11 -4
- package/examples/jsm/shaders/LuminosityHighPassShader.js +8 -4
- package/examples/jsm/shaders/LuminosityShader.js +8 -2
- package/examples/jsm/shaders/MirrorShader.js +10 -4
- package/examples/jsm/shaders/NormalMapShader.js +7 -2
- package/examples/jsm/shaders/OutputShader.js +19 -1
- package/examples/jsm/shaders/PoissonDenoiseShader.js +30 -17
- package/examples/jsm/shaders/RGBShiftShader.js +8 -1
- package/examples/jsm/shaders/SAOShader.js +27 -5
- package/examples/jsm/shaders/SMAAShader.js +24 -1
- package/examples/jsm/shaders/SSAOShader.js +37 -6
- package/examples/jsm/shaders/SSRShader.js +32 -6
- package/examples/jsm/shaders/SepiaShader.js +8 -3
- package/examples/jsm/shaders/SobelOperatorShader.js +9 -3
- package/examples/jsm/shaders/SubsurfaceScatteringShader.js +13 -8
- package/examples/jsm/shaders/TechnicolorShader.js +10 -4
- package/examples/jsm/shaders/ToonShader.js +29 -6
- package/examples/jsm/shaders/TriangleBlurShader.js +9 -4
- package/examples/jsm/shaders/UnpackDepthRGBAShader.js +19 -6
- package/examples/jsm/shaders/VelocityShader.js +8 -1
- package/examples/jsm/shaders/VerticalBlurShader.js +9 -2
- package/examples/jsm/shaders/VerticalTiltShiftShader.js +8 -1
- package/examples/jsm/shaders/VignetteShader.js +8 -3
- package/examples/jsm/shaders/VolumeShader.js +11 -2
- package/examples/jsm/shaders/WaterRefractionShader.js +11 -0
- package/examples/jsm/textures/FlakesTexture.js +14 -0
- package/examples/jsm/transpiler/AST.js +436 -31
- package/examples/jsm/transpiler/GLSLDecoder.js +380 -135
- package/examples/jsm/transpiler/Linker.js +327 -0
- package/examples/jsm/transpiler/ShaderToyDecoder.js +3 -1
- package/examples/jsm/transpiler/TSLEncoder.js +363 -97
- package/examples/jsm/transpiler/Transpiler.js +50 -1
- package/examples/jsm/transpiler/TranspilerUtils.js +29 -0
- package/examples/jsm/transpiler/WGSLEncoder.js +839 -0
- package/examples/jsm/tsl/display/AfterImageNode.js +244 -0
- package/examples/jsm/tsl/display/AnaglyphPassNode.js +549 -0
- package/examples/jsm/tsl/display/AnamorphicNode.js +282 -0
- package/examples/jsm/tsl/display/BilateralBlurNode.js +364 -0
- package/{src/nodes → examples/jsm/tsl}/display/BleachBypass.js +11 -4
- package/examples/jsm/tsl/display/BloomNode.js +534 -0
- package/examples/jsm/tsl/display/CRT.js +150 -0
- package/examples/jsm/tsl/display/ChromaticAberrationNode.js +207 -0
- package/examples/jsm/tsl/display/DenoiseNode.js +334 -0
- package/examples/jsm/tsl/display/DepthOfFieldNode.js +554 -0
- package/examples/jsm/tsl/display/DotScreenNode.js +104 -0
- package/examples/jsm/tsl/display/FXAANode.js +365 -0
- package/examples/jsm/tsl/display/FilmNode.js +101 -0
- package/examples/jsm/tsl/display/GTAONode.js +571 -0
- package/examples/jsm/tsl/display/GaussianBlurNode.js +389 -0
- package/examples/jsm/tsl/display/GodraysNode.js +624 -0
- package/examples/jsm/tsl/display/LensflareNode.js +279 -0
- package/examples/jsm/tsl/display/Lut3DNode.js +109 -0
- package/examples/jsm/tsl/display/MotionBlur.js +33 -0
- package/examples/jsm/tsl/display/OutlineNode.js +762 -0
- package/examples/jsm/tsl/display/ParallaxBarrierPassNode.js +89 -0
- package/examples/jsm/tsl/display/PixelationPassNode.js +335 -0
- package/examples/jsm/tsl/display/RGBShiftNode.js +96 -0
- package/examples/jsm/tsl/display/RetroPassNode.js +263 -0
- package/examples/jsm/tsl/display/SMAANode.js +768 -0
- package/{src/nodes → examples/jsm/tsl}/display/SSAAPassNode.js +120 -49
- package/examples/jsm/tsl/display/SSGINode.js +642 -0
- package/examples/jsm/tsl/display/SSRNode.js +656 -0
- package/examples/jsm/tsl/display/SSSNode.js +490 -0
- package/{src/nodes → examples/jsm/tsl}/display/Sepia.js +9 -2
- package/examples/jsm/tsl/display/Shape.js +29 -0
- package/{src/nodes → examples/jsm/tsl}/display/SobelOperatorNode.js +61 -19
- package/examples/jsm/tsl/display/StereoCompositePassNode.js +192 -0
- package/{src/nodes → examples/jsm/tsl}/display/StereoPassNode.js +48 -12
- package/examples/jsm/tsl/display/TRAANode.js +726 -0
- package/examples/jsm/tsl/display/TransitionNode.js +141 -0
- package/examples/jsm/tsl/display/boxBlur.js +65 -0
- package/examples/jsm/tsl/display/depthAwareBlend.js +80 -0
- package/examples/jsm/tsl/display/hashBlur.js +54 -0
- package/examples/jsm/tsl/display/radialBlur.js +68 -0
- package/examples/jsm/tsl/lighting/TiledLightsNode.js +442 -0
- package/examples/jsm/tsl/math/Bayer.js +73 -0
- package/examples/jsm/tsl/shadows/TileShadowNode.js +456 -0
- package/examples/jsm/tsl/shadows/TileShadowNodeHelper.js +212 -0
- package/examples/jsm/tsl/utils/Raymarching.js +70 -0
- package/examples/jsm/utils/BufferGeometryUtils.js +91 -29
- package/examples/jsm/utils/CameraUtils.js +15 -6
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|
|
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
|
+
} );
|