@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
@@ -8,21 +8,32 @@ import {
8
8
  } from 'three';
9
9
 
10
10
  /**
11
- * Based on "A Practical Analytic Model for Daylight"
12
- * aka The Preetham Model, the de facto standard analytic skydome model
13
- * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
11
+ * Represents a skydome for scene backgrounds. Based on [A Practical Analytic Model for Daylight](https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight)
12
+ * aka The Preetham Model, the de facto standard for analytical skydomes.
14
13
  *
15
- * First implemented by Simon Wallner
16
- * http://simonwallner.at/project/atmospheric-scattering/
14
+ * Note that this class can only be used with {@link WebGLRenderer}.
15
+ * When using {@link WebGPURenderer}, use {@link SkyMesh}.
17
16
  *
18
- * Improved by Martin Upitis
19
- * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
17
+ * More references:
20
18
  *
21
- * Three.js integration by zz85 http://twitter.com/blurspline
22
- */
23
-
19
+ * - {@link http://simonwallner.at/project/atmospheric-scattering/}
20
+ * - {@link http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR}
21
+ *
22
+ *
23
+ * ```js
24
+ * const sky = new Sky();
25
+ * sky.scale.setScalar( 10000 );
26
+ * scene.add( sky );
27
+ * ```
28
+ *
29
+ * @augments Mesh
30
+ * @three_import import { Sky } from 'three/addons/objects/Sky.js';
31
+ */
24
32
  class Sky extends Mesh {
25
33
 
34
+ /**
35
+ * Constructs a new skydome.
36
+ */
26
37
  constructor() {
27
38
 
28
39
  const shader = Sky.SkyShader;
@@ -38,6 +49,13 @@ class Sky extends Mesh {
38
49
 
39
50
  super( new BoxGeometry( 1, 1, 1 ), material );
40
51
 
52
+ /**
53
+ * This flag can be used for type testing.
54
+ *
55
+ * @type {boolean}
56
+ * @readonly
57
+ * @default true
58
+ */
41
59
  this.isSky = true;
42
60
 
43
61
  }
@@ -54,7 +72,13 @@ Sky.SkyShader = {
54
72
  'mieCoefficient': { value: 0.005 },
55
73
  'mieDirectionalG': { value: 0.8 },
56
74
  'sunPosition': { value: new Vector3() },
57
- 'up': { value: new Vector3( 0, 1, 0 ) }
75
+ 'up': { value: new Vector3( 0, 1, 0 ) },
76
+ 'cloudScale': { value: 0.0002 },
77
+ 'cloudSpeed': { value: 0.0001 },
78
+ 'cloudCoverage': { value: 0.4 },
79
+ 'cloudDensity': { value: 0.4 },
80
+ 'cloudElevation': { value: 0.5 },
81
+ 'time': { value: 0.0 }
58
82
  },
59
83
 
60
84
  vertexShader: /* glsl */`
@@ -77,7 +101,7 @@ Sky.SkyShader = {
77
101
 
78
102
  // wavelength of used primaries, according to preetham
79
103
  const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );
80
- // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
104
+ // this pre-calculation replaces older TotalRayleigh(vec3 lambda) function:
81
105
  // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
82
106
  const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
83
107
 
@@ -120,7 +144,7 @@ Sky.SkyShader = {
120
144
 
121
145
  float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );
122
146
 
123
- // extinction (absorbtion + out scattering)
147
+ // extinction (absorption + out scattering)
124
148
  // rayleigh coefficients
125
149
  vBetaR = totalRayleigh * rayleighCoefficient;
126
150
 
@@ -132,13 +156,45 @@ Sky.SkyShader = {
132
156
  fragmentShader: /* glsl */`
133
157
  varying vec3 vWorldPosition;
134
158
  varying vec3 vSunDirection;
135
- varying float vSunfade;
136
159
  varying vec3 vBetaR;
137
160
  varying vec3 vBetaM;
138
161
  varying float vSunE;
139
162
 
140
163
  uniform float mieDirectionalG;
141
164
  uniform vec3 up;
165
+ uniform float cloudScale;
166
+ uniform float cloudSpeed;
167
+ uniform float cloudCoverage;
168
+ uniform float cloudDensity;
169
+ uniform float cloudElevation;
170
+ uniform float time;
171
+
172
+ // Cloud noise functions
173
+ float hash( vec2 p ) {
174
+ return fract( sin( dot( p, vec2( 127.1, 311.7 ) ) ) * 43758.5453123 );
175
+ }
176
+
177
+ float noise( vec2 p ) {
178
+ vec2 i = floor( p );
179
+ vec2 f = fract( p );
180
+ f = f * f * ( 3.0 - 2.0 * f );
181
+ float a = hash( i );
182
+ float b = hash( i + vec2( 1.0, 0.0 ) );
183
+ float c = hash( i + vec2( 0.0, 1.0 ) );
184
+ float d = hash( i + vec2( 1.0, 1.0 ) );
185
+ return mix( mix( a, b, f.x ), mix( c, d, f.x ), f.y );
186
+ }
187
+
188
+ float fbm( vec2 p ) {
189
+ float value = 0.0;
190
+ float amplitude = 0.5;
191
+ for ( int i = 0; i < 5; i ++ ) {
192
+ value += amplitude * noise( p );
193
+ p *= 2.0;
194
+ amplitude *= 0.5;
195
+ }
196
+ return value;
197
+ }
142
198
 
143
199
  // constants for atmospheric scattering
144
200
  const float pi = 3.141592653589793238462643383279502884197169;
@@ -205,9 +261,43 @@ Sky.SkyShader = {
205
261
 
206
262
  vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );
207
263
 
208
- vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );
264
+ // Clouds
265
+ if ( direction.y > 0.0 && cloudCoverage > 0.0 ) {
266
+
267
+ // Project to cloud plane (higher elevation = clouds appear lower/closer)
268
+ float elevation = mix( 1.0, 0.1, cloudElevation );
269
+ vec2 cloudUV = direction.xz / ( direction.y * elevation );
270
+ cloudUV *= cloudScale;
271
+ cloudUV += time * cloudSpeed;
272
+
273
+ // Multi-octave noise for fluffy clouds
274
+ float cloudNoise = fbm( cloudUV * 1000.0 );
275
+ cloudNoise += 0.5 * fbm( cloudUV * 2000.0 + 3.7 );
276
+ cloudNoise = cloudNoise * 0.5 + 0.5;
277
+
278
+ // Apply coverage threshold
279
+ float cloudMask = smoothstep( 1.0 - cloudCoverage, 1.0 - cloudCoverage + 0.3, cloudNoise );
280
+
281
+ // Fade clouds near horizon (adjusted by elevation)
282
+ float horizonFade = smoothstep( 0.0, 0.1 + 0.2 * cloudElevation, direction.y );
283
+ cloudMask *= horizonFade;
284
+
285
+ // Cloud lighting based on sun position
286
+ float sunInfluence = dot( direction, vSunDirection ) * 0.5 + 0.5;
287
+ float daylight = max( 0.0, vSunDirection.y * 2.0 );
288
+
289
+ // Base cloud color affected by atmosphere
290
+ vec3 atmosphereColor = Lin * 0.04;
291
+ vec3 cloudColor = mix( vec3( 0.3 ), vec3( 1.0 ), daylight );
292
+ cloudColor = mix( cloudColor, atmosphereColor + vec3( 1.0 ), sunInfluence * 0.5 );
293
+ cloudColor *= vSunE * 0.00002;
294
+
295
+ // Blend clouds with sky
296
+ texColor = mix( texColor, cloudColor, cloudMask * cloudDensity );
297
+
298
+ }
209
299
 
210
- gl_FragColor = vec4( retColor, 1.0 );
300
+ gl_FragColor = vec4( texColor, 1.0 );
211
301
 
212
302
  #include <tonemapping_fragment>
213
303
  #include <colorspace_fragment>
@@ -2,40 +2,146 @@ import {
2
2
  BackSide,
3
3
  BoxGeometry,
4
4
  Mesh,
5
- Vector3
6
- } from 'three';
7
- import { Fn, NodeMaterial, float, vec3, acos, add, mul, clamp, cos, dot, exp, max, mix, modelViewProjection, normalize, positionWorld, pow, smoothstep, sub, varying, varyingProperty, vec4, uniform, cameraPosition } from 'three/tsl';
5
+ Vector3,
6
+ NodeMaterial
7
+ } from 'three/webgpu';
8
+
9
+ import { Fn, float, vec2, vec3, acos, add, mul, clamp, cos, dot, exp, max, mix, modelViewProjection, normalize, positionWorld, pow, smoothstep, sub, varyingProperty, vec4, uniform, cameraPosition, fract, floor, sin, time, Loop, If } from 'three/tsl';
8
10
 
9
11
  /**
10
- * Based on "A Practical Analytic Model for Daylight"
11
- * aka The Preetham Model, the de facto standard analytic skydome model
12
- * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
12
+ * Represents a skydome for scene backgrounds. Based on [A Practical Analytic Model for Daylight](https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight)
13
+ * aka The Preetham Model, the de facto standard for analytical skydomes.
13
14
  *
14
- * First implemented by Simon Wallner
15
- * http://simonwallner.at/project/atmospheric-scattering/
15
+ * Note that this class can only be used with {@link WebGPURenderer}.
16
+ * When using {@link WebGLRenderer}, use {@link Sky}.
16
17
  *
17
- * Improved by Martin Upitis
18
- * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
18
+ * More references:
19
19
  *
20
- * Three.js integration by zz85 http://twitter.com/blurspline
21
- */
22
-
20
+ * - {@link http://simonwallner.at/project/atmospheric-scattering/}
21
+ * - {@link http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR}
22
+ *
23
+ * ```js
24
+ * const sky = new SkyMesh();
25
+ * sky.scale.setScalar( 10000 );
26
+ * scene.add( sky );
27
+ * ```
28
+ *
29
+ * @augments Mesh
30
+ * @three_import import { SkyMesh } from 'three/addons/objects/SkyMesh.js';
31
+ */
23
32
  class SkyMesh extends Mesh {
24
33
 
34
+ /**
35
+ * Constructs a new skydome.
36
+ */
25
37
  constructor() {
26
38
 
27
39
  const material = new NodeMaterial();
28
40
 
29
41
  super( new BoxGeometry( 1, 1, 1 ), material );
30
42
 
43
+ /**
44
+ * The turbidity uniform.
45
+ *
46
+ * @type {UniformNode<float>}
47
+ */
31
48
  this.turbidity = uniform( 2 );
49
+
50
+ /**
51
+ * The rayleigh uniform.
52
+ *
53
+ * @type {UniformNode<float>}
54
+ */
32
55
  this.rayleigh = uniform( 1 );
56
+
57
+ /**
58
+ * The mieCoefficient uniform.
59
+ *
60
+ * @type {UniformNode<float>}
61
+ */
33
62
  this.mieCoefficient = uniform( 0.005 );
63
+
64
+ /**
65
+ * The mieDirectionalG uniform.
66
+ *
67
+ * @type {UniformNode<float>}
68
+ */
34
69
  this.mieDirectionalG = uniform( 0.8 );
70
+
71
+ /**
72
+ * The sun position uniform.
73
+ *
74
+ * @type {UniformNode<vec3>}
75
+ */
35
76
  this.sunPosition = uniform( new Vector3() );
77
+
78
+ /**
79
+ * The up position.
80
+ *
81
+ * @type {UniformNode<vec3>}
82
+ */
36
83
  this.upUniform = uniform( new Vector3( 0, 1, 0 ) );
37
84
 
38
- this.isSky = true;
85
+ /**
86
+ * The cloud scale uniform.
87
+ *
88
+ * @type {UniformNode<float>}
89
+ */
90
+ this.cloudScale = uniform( 0.0002 );
91
+
92
+ /**
93
+ * The cloud speed uniform.
94
+ *
95
+ * @type {UniformNode<float>}
96
+ */
97
+ this.cloudSpeed = uniform( 0.0001 );
98
+
99
+ /**
100
+ * The cloud coverage uniform.
101
+ *
102
+ * @type {UniformNode<float>}
103
+ */
104
+ this.cloudCoverage = uniform( 0.4 );
105
+
106
+ /**
107
+ * The cloud density uniform.
108
+ *
109
+ * @type {UniformNode<float>}
110
+ */
111
+ this.cloudDensity = uniform( 0.4 );
112
+
113
+ /**
114
+ * The cloud elevation uniform.
115
+ *
116
+ * @type {UniformNode<float>}
117
+ */
118
+ this.cloudElevation = uniform( 0.5 );
119
+
120
+ /**
121
+ * This flag can be used for type testing.
122
+ *
123
+ * @type {boolean}
124
+ * @readonly
125
+ * @default true
126
+ * @deprecated Use isSkyMesh instead.
127
+ */
128
+ this.isSky = true; // @deprecated, r182
129
+
130
+ /**
131
+ * This flag can be used for type testing.
132
+ *
133
+ * @type {boolean}
134
+ * @readonly
135
+ * @default true
136
+ */
137
+ this.isSkyMesh = true;
138
+
139
+ // Varyings
140
+
141
+ const vSunDirection = varyingProperty( 'vec3' );
142
+ const vSunE = varyingProperty( 'float' );
143
+ const vBetaR = varyingProperty( 'vec3' );
144
+ const vBetaM = varyingProperty( 'vec3' );
39
145
 
40
146
  const vertexNode = /*@__PURE__*/ Fn( () => {
41
147
 
@@ -45,7 +151,7 @@ class SkyMesh extends Mesh {
45
151
 
46
152
  // wavelength of used primaries, according to preetham
47
153
  // const lambda = vec3( 680E-9, 550E-9, 450E-9 );
48
- // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
154
+ // this pre-calculation replaces older TotalRayleigh(vec3 lambda) function:
49
155
  // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
50
156
  const totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
51
157
 
@@ -64,52 +170,45 @@ class SkyMesh extends Mesh {
64
170
 
65
171
  // varying sun position
66
172
 
67
- const vSunDirection = normalize( this.sunPosition );
68
- varyingProperty( 'vec3', 'vSunDirection' ).assign( vSunDirection );
173
+ const sunDirection = normalize( this.sunPosition );
174
+ vSunDirection.assign( sunDirection );
69
175
 
70
176
  // varying sun intensity
71
177
 
72
- const angle = dot( vSunDirection, this.upUniform );
178
+ const angle = dot( sunDirection, this.upUniform );
73
179
  const zenithAngleCos = clamp( angle, - 1, 1 );
74
180
  const sunIntensity = EE.mul( max( 0.0, float( 1.0 ).sub( pow( e, cutoffAngle.sub( acos( zenithAngleCos ) ).div( steepness ).negate() ) ) ) );
75
- varyingProperty( 'float', 'vSunE' ).assign( sunIntensity );
181
+ vSunE.assign( sunIntensity );
76
182
 
77
- // varying sun fade
183
+ // sun fade
78
184
 
79
- const vSunfade = float( 1.0 ).sub( clamp( float( 1.0 ).sub( exp( this.sunPosition.y.div( 450000.0 ) ) ), 0, 1 ) );
80
- varyingProperty( 'float', 'vSunfade' ).assign( vSunfade );
185
+ const sunfade = float( 1.0 ).sub( clamp( float( 1.0 ).sub( exp( this.sunPosition.y.div( 450000.0 ) ) ), 0, 1 ) );
81
186
 
82
187
  // varying vBetaR
83
188
 
84
- const rayleighCoefficient = this.rayleigh.sub( float( 1.0 ).mul( float( 1.0 ).sub( vSunfade ) ) );
189
+ const rayleighCoefficient = this.rayleigh.sub( float( 1.0 ).mul( float( 1.0 ).sub( sunfade ) ) );
85
190
 
86
- // extinction (absorbtion + out scattering)
191
+ // extinction (absorption + out scattering)
87
192
  // rayleigh coefficients
88
- varyingProperty( 'vec3', 'vBetaR' ).assign( totalRayleigh.mul( rayleighCoefficient ) );
193
+ vBetaR.assign( totalRayleigh.mul( rayleighCoefficient ) );
89
194
 
90
195
  // varying vBetaM
91
196
 
92
197
  const c = float( 0.2 ).mul( this.turbidity ).mul( 10E-18 );
93
198
  const totalMie = float( 0.434 ).mul( c ).mul( MieConst );
94
199
 
95
- varyingProperty( 'vec3', 'vBetaM' ).assign( totalMie.mul( this.mieCoefficient ) );
200
+ vBetaM.assign( totalMie.mul( this.mieCoefficient ) );
96
201
 
97
202
  // position
98
203
 
99
- const position = modelViewProjection();
204
+ const position = modelViewProjection;
100
205
  position.z.assign( position.w ); // set z to camera.far
101
206
 
102
207
  return position;
103
208
 
104
209
  } )();
105
210
 
106
- const fragmentNode = /*@__PURE__*/ Fn( () => {
107
-
108
- const vSunDirection = varying( vec3(), 'vSunDirection' );
109
- const vSunE = varying( float(), 'vSunE' );
110
- const vSunfade = varying( float(), 'vSunfade' );
111
- const vBetaR = varying( vec3(), 'vBetaR' );
112
- const vBetaM = varying( vec3(), 'vBetaM' );
211
+ const colorNode = /*@__PURE__*/ Fn( () => {
113
212
 
114
213
  // constants for atmospheric scattering
115
214
  const pi = float( 3.141592653589793238462643383279502884197169 );
@@ -166,11 +265,85 @@ class SkyMesh extends Mesh {
166
265
  const sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos.add( 0.00002 ), cosTheta );
167
266
  L0.addAssign( vSunE.mul( 19000.0 ).mul( Fex ).mul( sundisk ) );
168
267
 
169
- const texColor = add( Lin, L0 ).mul( 0.04 ).add( vec3( 0.0, 0.0003, 0.00075 ) );
268
+ const texColor = add( Lin, L0 ).mul( 0.04 ).add( vec3( 0.0, 0.0003, 0.00075 ) ).toVar();
269
+
270
+ // Cloud noise functions
271
+ const hash = Fn( ( [ p ] ) => {
272
+
273
+ return fract( sin( dot( p, vec2( 127.1, 311.7 ) ) ).mul( 43758.5453123 ) );
274
+
275
+ } );
276
+
277
+ const noise = Fn( ( [ p_immutable ] ) => {
278
+
279
+ const p = vec2( p_immutable ).toVar();
280
+ const i = floor( p );
281
+ const f = fract( p );
282
+ const ff = f.mul( f ).mul( sub( 3.0, f.mul( 2.0 ) ) );
283
+
284
+ const a = hash( i );
285
+ const b = hash( add( i, vec2( 1.0, 0.0 ) ) );
286
+ const c = hash( add( i, vec2( 0.0, 1.0 ) ) );
287
+ const d = hash( add( i, vec2( 1.0, 1.0 ) ) );
288
+
289
+ return mix( mix( a, b, ff.x ), mix( c, d, ff.x ), ff.y );
290
+
291
+ } );
292
+
293
+ const fbm = Fn( ( [ p_immutable ] ) => {
294
+
295
+ const p = vec2( p_immutable ).toVar();
296
+ const value = float( 0.0 ).toVar();
297
+ const amplitude = float( 0.5 ).toVar();
298
+
299
+ Loop( 5, () => {
300
+
301
+ value.addAssign( amplitude.mul( noise( p ) ) );
302
+ p.mulAssign( 2.0 );
303
+ amplitude.mulAssign( 0.5 );
304
+
305
+ } );
306
+
307
+ return value;
308
+
309
+ } );
310
+
311
+ // Clouds
312
+ If( direction.y.greaterThan( 0.0 ).and( this.cloudCoverage.greaterThan( 0.0 ) ), () => {
313
+
314
+ // Project to cloud plane (higher elevation = clouds appear lower/closer)
315
+ const elevation = mix( 1.0, 0.1, this.cloudElevation );
316
+ const cloudUV = direction.xz.div( direction.y.mul( elevation ) ).toVar();
317
+ cloudUV.mulAssign( this.cloudScale );
318
+ cloudUV.addAssign( time.mul( this.cloudSpeed ) );
319
+
320
+ // Multi-octave noise for fluffy clouds
321
+ const cloudNoise = fbm( cloudUV.mul( 1000.0 ) ).add( fbm( cloudUV.mul( 2000.0 ).add( 3.7 ) ).mul( 0.5 ) ).toVar();
322
+ cloudNoise.assign( cloudNoise.mul( 0.5 ).add( 0.5 ) );
323
+
324
+ // Apply coverage threshold
325
+ const cloudMask = smoothstep( sub( 1.0, this.cloudCoverage ), sub( 1.0, this.cloudCoverage ).add( 0.3 ), cloudNoise ).toVar();
326
+
327
+ // Fade clouds near horizon (adjusted by elevation)
328
+ const horizonFade = smoothstep( 0.0, add( 0.1, mul( 0.2, this.cloudElevation ) ), direction.y );
329
+ cloudMask.mulAssign( horizonFade );
330
+
331
+ // Cloud lighting based on sun position
332
+ const sunInfluence = dot( direction, vSunDirection ).mul( 0.5 ).add( 0.5 );
333
+ const daylight = max( 0.0, vSunDirection.y.mul( 2.0 ) );
334
+
335
+ // Base cloud color affected by atmosphere
336
+ const atmosphereColor = Lin.mul( 0.04 );
337
+ const cloudColor = mix( vec3( 0.3 ), vec3( 1.0 ), daylight ).toVar();
338
+ cloudColor.assign( mix( cloudColor, atmosphereColor.add( vec3( 1.0 ) ), sunInfluence.mul( 0.5 ) ) );
339
+ cloudColor.mulAssign( vSunE.mul( 0.00002 ) );
340
+
341
+ // Blend clouds with sky
342
+ texColor.assign( mix( texColor, cloudColor, cloudMask.mul( this.cloudDensity ) ) );
170
343
 
171
- const retColor = pow( texColor, vec3( float( 1.0 ).div( float( 1.2 ).add( vSunfade.mul( 1.2 ) ) ) ) );
344
+ } );
172
345
 
173
- return vec4( retColor, 1.0 );
346
+ return vec4( texColor, 1.0 );
174
347
 
175
348
  } )();
176
349
 
@@ -178,7 +351,7 @@ class SkyMesh extends Mesh {
178
351
  material.depthWrite = false;
179
352
 
180
353
  material.vertexNode = vertexNode;
181
- material.fragmentNode = fragmentNode;
354
+ material.colorNode = colorNode;
182
355
 
183
356
  }
184
357
 
@@ -1,6 +1,7 @@
1
1
  import {
2
2
  Color,
3
3
  FrontSide,
4
+ HalfFloatType,
4
5
  Matrix4,
5
6
  Mesh,
6
7
  PerspectiveCamera,
@@ -14,18 +15,39 @@ import {
14
15
  } from 'three';
15
16
 
16
17
  /**
17
- * Work based on :
18
- * https://github.com/Slayvin: Flat mirror for three.js
19
- * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
20
- * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
18
+ * A basic flat, reflective water effect.
19
+ *
20
+ * Note that this class can only be used with {@link WebGLRenderer}.
21
+ * When using {@link WebGPURenderer}, use {@link WaterMesh}.
22
+ *
23
+ * References:
24
+ *
25
+ * - [Flat mirror for three.js](https://github.com/Slayvin)
26
+ * - [An implementation of water shader based on the flat mirror](https://home.adelphi.edu/~stemkoski/)
27
+ * - [Water shader explanations in WebGL](http://29a.ch/slides/2012/webglwater/ )
28
+ *
29
+ * @augments Mesh
30
+ * @three_import import { Water } from 'three/addons/objects/Water.js';
21
31
  */
22
-
23
32
  class Water extends Mesh {
24
33
 
34
+ /**
35
+ * Constructs a new water instance.
36
+ *
37
+ * @param {BufferGeometry} geometry - The water's geometry.
38
+ * @param {Water~Options} [options] - The configuration options.
39
+ */
25
40
  constructor( geometry, options = {} ) {
26
41
 
27
42
  super( geometry );
28
43
 
44
+ /**
45
+ * This flag can be used for type testing.
46
+ *
47
+ * @type {boolean}
48
+ * @readonly
49
+ * @default true
50
+ */
29
51
  this.isWater = true;
30
52
 
31
53
  const scope = this;
@@ -63,7 +85,7 @@ class Water extends Mesh {
63
85
 
64
86
  const mirrorCamera = new PerspectiveCamera();
65
87
 
66
- const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight );
88
+ const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { type: HalfFloatType } );
67
89
 
68
90
  const mirrorShader = {
69
91
 
@@ -175,10 +197,10 @@ class Water extends Mesh {
175
197
  vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
176
198
 
177
199
  float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
178
- float rf0 = 0.3;
200
+ float rf0 = 0.02;
179
201
  float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
180
202
  vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
181
- vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
203
+ vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), reflectionSample + specularLight, reflectance );
182
204
  vec3 outgoingLight = albedo;
183
205
  gl_FragColor = vec4( outgoingLight, alpha );
184
206
 
@@ -330,4 +352,23 @@ class Water extends Mesh {
330
352
 
331
353
  }
332
354
 
355
+ /**
356
+ * Constructor options of `Water`.
357
+ *
358
+ * @typedef {Object} Water~Options
359
+ * @property {number} [textureWidth=512] - The texture width. A higher value results in more clear reflections but is also more expensive.
360
+ * @property {number} [textureHeight=512] - The texture height. A higher value results in more clear reflections but is also more expensive.
361
+ * @property {number} [clipBias=0] - The clip bias.
362
+ * @property {number} [alpha=1] - The alpha value.
363
+ * @property {number} [time=0] - The time value.
364
+ * @property {?Texture} [waterNormals=null] - The water's normal map.
365
+ * @property {Vector3} [sunDirection=(0.70707,0.70707,0.0)] - The sun direction.
366
+ * @property {number|Color|string} [sunColor=0xffffff] - The sun color.
367
+ * @property {number|Color|string} [waterColor=0x7F7F7F] - The water color.
368
+ * @property {Vector3} [eye] - The eye vector.
369
+ * @property {number} [distortionScale=20] - The distortion scale.
370
+ * @property {(FrontSide|BackSide|DoubleSide)} [side=FrontSide] - The water material's `side` property.
371
+ * @property {boolean} [fog=false] - Whether the water should be affected by fog or not.
372
+ **/
373
+
333
374
  export { Water };