@plastic-software/three 0.167.0

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Files changed (1023) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +86 -0
  3. package/build/three.cjs +54311 -0
  4. package/build/three.module.js +53897 -0
  5. package/build/three.module.min.js +6 -0
  6. package/build/three.webgpu.js +76281 -0
  7. package/build/three.webgpu.min.js +6 -0
  8. package/examples/fonts/LICENSE +13 -0
  9. package/examples/fonts/README.md +11 -0
  10. package/examples/fonts/droid/NOTICE +190 -0
  11. package/examples/fonts/droid/README.txt +18 -0
  12. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  13. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  14. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  15. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  16. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  17. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  18. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  19. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  20. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  21. package/examples/fonts/optimer_bold.typeface.json +1 -0
  22. package/examples/fonts/optimer_regular.typeface.json +1 -0
  23. package/examples/fonts/ttf/README.md +9 -0
  24. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  25. package/examples/jsm/Addons.js +299 -0
  26. package/examples/jsm/animation/AnimationClipCreator.js +116 -0
  27. package/examples/jsm/animation/CCDIKSolver.js +484 -0
  28. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
  29. package/examples/jsm/animation/MMDPhysics.js +1406 -0
  30. package/examples/jsm/cameras/CinematicCamera.js +208 -0
  31. package/examples/jsm/capabilities/WebGL.js +108 -0
  32. package/examples/jsm/capabilities/WebGPU.js +57 -0
  33. package/examples/jsm/controls/ArcballControls.js +3224 -0
  34. package/examples/jsm/controls/DragControls.js +282 -0
  35. package/examples/jsm/controls/FirstPersonControls.js +325 -0
  36. package/examples/jsm/controls/FlyControls.js +326 -0
  37. package/examples/jsm/controls/MapControls.js +28 -0
  38. package/examples/jsm/controls/OrbitControls.js +1532 -0
  39. package/examples/jsm/controls/PointerLockControls.js +162 -0
  40. package/examples/jsm/controls/TrackballControls.js +828 -0
  41. package/examples/jsm/controls/TransformControls.js +1573 -0
  42. package/examples/jsm/csm/CSM.js +384 -0
  43. package/examples/jsm/csm/CSMFrustum.js +152 -0
  44. package/examples/jsm/csm/CSMHelper.js +193 -0
  45. package/examples/jsm/csm/CSMShader.js +295 -0
  46. package/examples/jsm/curves/CurveExtras.js +422 -0
  47. package/examples/jsm/curves/NURBSCurve.js +80 -0
  48. package/examples/jsm/curves/NURBSSurface.js +52 -0
  49. package/examples/jsm/curves/NURBSUtils.js +542 -0
  50. package/examples/jsm/curves/NURBSVolume.js +62 -0
  51. package/examples/jsm/effects/AnaglyphEffect.js +154 -0
  52. package/examples/jsm/effects/AsciiEffect.js +263 -0
  53. package/examples/jsm/effects/OutlineEffect.js +539 -0
  54. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -0
  55. package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
  56. package/examples/jsm/effects/StereoEffect.js +55 -0
  57. package/examples/jsm/environments/DebugEnvironment.js +52 -0
  58. package/examples/jsm/environments/RoomEnvironment.js +144 -0
  59. package/examples/jsm/exporters/DRACOExporter.js +267 -0
  60. package/examples/jsm/exporters/EXRExporter.js +579 -0
  61. package/examples/jsm/exporters/GLTFExporter.js +3389 -0
  62. package/examples/jsm/exporters/KTX2Exporter.js +292 -0
  63. package/examples/jsm/exporters/MMDExporter.js +217 -0
  64. package/examples/jsm/exporters/OBJExporter.js +284 -0
  65. package/examples/jsm/exporters/PLYExporter.js +528 -0
  66. package/examples/jsm/exporters/STLExporter.js +199 -0
  67. package/examples/jsm/exporters/USDZExporter.js +743 -0
  68. package/examples/jsm/geometries/BoxLineGeometry.js +69 -0
  69. package/examples/jsm/geometries/ConvexGeometry.js +53 -0
  70. package/examples/jsm/geometries/DecalGeometry.js +356 -0
  71. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -0
  72. package/examples/jsm/geometries/ParametricGeometries.js +254 -0
  73. package/examples/jsm/geometries/ParametricGeometry.js +139 -0
  74. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -0
  75. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -0
  76. package/examples/jsm/geometries/TeapotGeometry.js +704 -0
  77. package/examples/jsm/geometries/TextGeometry.js +65 -0
  78. package/examples/jsm/helpers/LightProbeHelper.js +130 -0
  79. package/examples/jsm/helpers/OctreeHelper.js +73 -0
  80. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -0
  81. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -0
  82. package/examples/jsm/helpers/TextureHelper.js +237 -0
  83. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -0
  84. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -0
  85. package/examples/jsm/helpers/ViewHelper.js +347 -0
  86. package/examples/jsm/interactive/HTMLMesh.js +570 -0
  87. package/examples/jsm/interactive/InteractiveGroup.js +106 -0
  88. package/examples/jsm/interactive/SelectionBox.js +227 -0
  89. package/examples/jsm/interactive/SelectionHelper.js +104 -0
  90. package/examples/jsm/libs/ammo.wasm.js +822 -0
  91. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  92. package/examples/jsm/libs/basis/README.md +46 -0
  93. package/examples/jsm/libs/basis/basis_transcoder.js +21 -0
  94. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  95. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  96. package/examples/jsm/libs/draco/README.md +32 -0
  97. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  98. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  99. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  100. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  101. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  102. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  103. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  104. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  105. package/examples/jsm/libs/ecsy.module.js +1792 -0
  106. package/examples/jsm/libs/fflate.module.js +2672 -0
  107. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  108. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  109. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  110. package/examples/jsm/libs/meshopt_decoder.module.js +178 -0
  111. package/examples/jsm/libs/mikktspace.module.js +128 -0
  112. package/examples/jsm/libs/mmdparser.module.js +11530 -0
  113. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  114. package/examples/jsm/libs/opentype.module.js +14506 -0
  115. package/examples/jsm/libs/potpack.module.js +125 -0
  116. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  117. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  118. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  119. package/examples/jsm/libs/stats.module.js +167 -0
  120. package/examples/jsm/libs/surfaceNet.js +201 -0
  121. package/examples/jsm/libs/tween.module.js +876 -0
  122. package/examples/jsm/libs/utif.module.js +1665 -0
  123. package/examples/jsm/libs/zstddec.module.js +1 -0
  124. package/examples/jsm/lights/LightProbeGenerator.js +286 -0
  125. package/examples/jsm/lights/RectAreaLightTexturesLib.js +91 -0
  126. package/examples/jsm/lights/RectAreaLightUniformsLib.js +24 -0
  127. package/examples/jsm/lines/Line2.js +19 -0
  128. package/examples/jsm/lines/LineGeometry.js +79 -0
  129. package/examples/jsm/lines/LineMaterial.js +603 -0
  130. package/examples/jsm/lines/LineSegments2.js +376 -0
  131. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -0
  132. package/examples/jsm/lines/Wireframe.js +71 -0
  133. package/examples/jsm/lines/WireframeGeometry2.js +24 -0
  134. package/examples/jsm/lines/webgpu/Line2.js +20 -0
  135. package/examples/jsm/lines/webgpu/LineSegments2.js +376 -0
  136. package/examples/jsm/loaders/3DMLoader.js +1764 -0
  137. package/examples/jsm/loaders/3MFLoader.js +1480 -0
  138. package/examples/jsm/loaders/AMFLoader.js +521 -0
  139. package/examples/jsm/loaders/BVHLoader.js +437 -0
  140. package/examples/jsm/loaders/ColladaLoader.js +4116 -0
  141. package/examples/jsm/loaders/DDSLoader.js +318 -0
  142. package/examples/jsm/loaders/DRACOLoader.js +613 -0
  143. package/examples/jsm/loaders/EXRLoader.js +2563 -0
  144. package/examples/jsm/loaders/FBXLoader.js +4303 -0
  145. package/examples/jsm/loaders/FontLoader.js +183 -0
  146. package/examples/jsm/loaders/GCodeLoader.js +261 -0
  147. package/examples/jsm/loaders/GLTFLoader.js +4730 -0
  148. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -0
  149. package/examples/jsm/loaders/IESLoader.js +337 -0
  150. package/examples/jsm/loaders/KMZLoader.js +130 -0
  151. package/examples/jsm/loaders/KTX2Loader.js +937 -0
  152. package/examples/jsm/loaders/KTXLoader.js +176 -0
  153. package/examples/jsm/loaders/LDrawLoader.js +2471 -0
  154. package/examples/jsm/loaders/LUT3dlLoader.js +168 -0
  155. package/examples/jsm/loaders/LUTCubeLoader.js +153 -0
  156. package/examples/jsm/loaders/LUTImageLoader.js +149 -0
  157. package/examples/jsm/loaders/LWOLoader.js +1052 -0
  158. package/examples/jsm/loaders/LogLuvLoader.js +606 -0
  159. package/examples/jsm/loaders/LottieLoader.js +77 -0
  160. package/examples/jsm/loaders/MD2Loader.js +399 -0
  161. package/examples/jsm/loaders/MDDLoader.js +102 -0
  162. package/examples/jsm/loaders/MMDLoader.js +2295 -0
  163. package/examples/jsm/loaders/MTLLoader.js +567 -0
  164. package/examples/jsm/loaders/MaterialXLoader.js +845 -0
  165. package/examples/jsm/loaders/NRRDLoader.js +686 -0
  166. package/examples/jsm/loaders/OBJLoader.js +905 -0
  167. package/examples/jsm/loaders/PCDLoader.js +467 -0
  168. package/examples/jsm/loaders/PDBLoader.js +232 -0
  169. package/examples/jsm/loaders/PLYLoader.js +771 -0
  170. package/examples/jsm/loaders/PVRLoader.js +251 -0
  171. package/examples/jsm/loaders/RGBELoader.js +450 -0
  172. package/examples/jsm/loaders/RGBMLoader.js +1081 -0
  173. package/examples/jsm/loaders/STLLoader.js +410 -0
  174. package/examples/jsm/loaders/SVGLoader.js +3173 -0
  175. package/examples/jsm/loaders/TDSLoader.js +1124 -0
  176. package/examples/jsm/loaders/TGALoader.js +517 -0
  177. package/examples/jsm/loaders/TIFFLoader.js +36 -0
  178. package/examples/jsm/loaders/TTFLoader.js +214 -0
  179. package/examples/jsm/loaders/TiltLoader.js +520 -0
  180. package/examples/jsm/loaders/USDZLoader.js +870 -0
  181. package/examples/jsm/loaders/UltraHDRLoader.js +583 -0
  182. package/examples/jsm/loaders/VOXLoader.js +318 -0
  183. package/examples/jsm/loaders/VRMLLoader.js +3537 -0
  184. package/examples/jsm/loaders/VTKLoader.js +1236 -0
  185. package/examples/jsm/loaders/XYZLoader.js +106 -0
  186. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  187. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  188. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  189. package/examples/jsm/materials/MeshGouraudMaterial.js +432 -0
  190. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -0
  191. package/examples/jsm/math/Capsule.js +82 -0
  192. package/examples/jsm/math/ColorConverter.js +36 -0
  193. package/examples/jsm/math/ConvexHull.js +1271 -0
  194. package/examples/jsm/math/ImprovedNoise.js +71 -0
  195. package/examples/jsm/math/Lut.js +204 -0
  196. package/examples/jsm/math/MeshSurfaceSampler.js +250 -0
  197. package/examples/jsm/math/OBB.js +423 -0
  198. package/examples/jsm/math/Octree.js +546 -0
  199. package/examples/jsm/math/SimplexNoise.js +444 -0
  200. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -0
  201. package/examples/jsm/misc/GPUComputationRenderer.js +430 -0
  202. package/examples/jsm/misc/Gyroscope.js +66 -0
  203. package/examples/jsm/misc/MD2Character.js +276 -0
  204. package/examples/jsm/misc/MD2CharacterComplex.js +576 -0
  205. package/examples/jsm/misc/MorphAnimMesh.js +75 -0
  206. package/examples/jsm/misc/MorphBlendMesh.js +322 -0
  207. package/examples/jsm/misc/ProgressiveLightMap.js +324 -0
  208. package/examples/jsm/misc/RollerCoaster.js +566 -0
  209. package/examples/jsm/misc/Timer.js +128 -0
  210. package/examples/jsm/misc/TubePainter.js +202 -0
  211. package/examples/jsm/misc/Volume.js +473 -0
  212. package/examples/jsm/misc/VolumeSlice.js +229 -0
  213. package/examples/jsm/modifiers/CurveModifier.js +346 -0
  214. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -0
  215. package/examples/jsm/modifiers/SimplifyModifier.js +618 -0
  216. package/examples/jsm/modifiers/TessellateModifier.js +307 -0
  217. package/examples/jsm/objects/GroundedSkybox.js +50 -0
  218. package/examples/jsm/objects/InstancedPoints.js +21 -0
  219. package/examples/jsm/objects/Lensflare.js +397 -0
  220. package/examples/jsm/objects/MarchingCubes.js +1176 -0
  221. package/examples/jsm/objects/Reflector.js +264 -0
  222. package/examples/jsm/objects/ReflectorForSSRPass.js +352 -0
  223. package/examples/jsm/objects/Refractor.js +327 -0
  224. package/examples/jsm/objects/ShadowMesh.js +80 -0
  225. package/examples/jsm/objects/Sky.js +219 -0
  226. package/examples/jsm/objects/SkyMesh.js +189 -0
  227. package/examples/jsm/objects/Water.js +333 -0
  228. package/examples/jsm/objects/Water2.js +361 -0
  229. package/examples/jsm/objects/Water2Mesh.js +160 -0
  230. package/examples/jsm/objects/WaterMesh.js +103 -0
  231. package/examples/jsm/offscreen/jank.js +45 -0
  232. package/examples/jsm/offscreen/offscreen.js +8 -0
  233. package/examples/jsm/offscreen/scene.js +86 -0
  234. package/examples/jsm/physics/AmmoPhysics.js +306 -0
  235. package/examples/jsm/physics/JoltPhysics.js +281 -0
  236. package/examples/jsm/physics/RapierPhysics.js +240 -0
  237. package/examples/jsm/postprocessing/AfterimagePass.js +104 -0
  238. package/examples/jsm/postprocessing/BloomPass.js +172 -0
  239. package/examples/jsm/postprocessing/BokehPass.js +141 -0
  240. package/examples/jsm/postprocessing/ClearPass.js +46 -0
  241. package/examples/jsm/postprocessing/CubeTexturePass.js +85 -0
  242. package/examples/jsm/postprocessing/DotScreenPass.js +65 -0
  243. package/examples/jsm/postprocessing/EffectComposer.js +231 -0
  244. package/examples/jsm/postprocessing/FilmPass.js +64 -0
  245. package/examples/jsm/postprocessing/GTAOPass.js +582 -0
  246. package/examples/jsm/postprocessing/GlitchPass.js +125 -0
  247. package/examples/jsm/postprocessing/HalftonePass.js +79 -0
  248. package/examples/jsm/postprocessing/LUTPass.js +108 -0
  249. package/examples/jsm/postprocessing/MaskPass.js +104 -0
  250. package/examples/jsm/postprocessing/OutlinePass.js +654 -0
  251. package/examples/jsm/postprocessing/OutputPass.js +97 -0
  252. package/examples/jsm/postprocessing/Pass.js +95 -0
  253. package/examples/jsm/postprocessing/RenderPass.js +99 -0
  254. package/examples/jsm/postprocessing/RenderPixelatedPass.js +235 -0
  255. package/examples/jsm/postprocessing/RenderTransitionPass.js +168 -0
  256. package/examples/jsm/postprocessing/SAOPass.js +334 -0
  257. package/examples/jsm/postprocessing/SMAAPass.js +199 -0
  258. package/examples/jsm/postprocessing/SSAARenderPass.js +228 -0
  259. package/examples/jsm/postprocessing/SSAOPass.js +414 -0
  260. package/examples/jsm/postprocessing/SSRPass.js +641 -0
  261. package/examples/jsm/postprocessing/SavePass.js +79 -0
  262. package/examples/jsm/postprocessing/ShaderPass.js +77 -0
  263. package/examples/jsm/postprocessing/TAARenderPass.js +188 -0
  264. package/examples/jsm/postprocessing/TexturePass.js +67 -0
  265. package/examples/jsm/postprocessing/UnrealBloomPass.js +415 -0
  266. package/examples/jsm/renderers/CSS2DRenderer.js +235 -0
  267. package/examples/jsm/renderers/CSS3DRenderer.js +350 -0
  268. package/examples/jsm/renderers/Projector.js +918 -0
  269. package/examples/jsm/renderers/SVGRenderer.js +556 -0
  270. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +89 -0
  271. package/examples/jsm/shaders/AfterimageShader.js +58 -0
  272. package/examples/jsm/shaders/BasicShader.js +29 -0
  273. package/examples/jsm/shaders/BleachBypassShader.js +61 -0
  274. package/examples/jsm/shaders/BlendShader.js +49 -0
  275. package/examples/jsm/shaders/BokehShader.js +145 -0
  276. package/examples/jsm/shaders/BokehShader2.js +397 -0
  277. package/examples/jsm/shaders/BrightnessContrastShader.js +56 -0
  278. package/examples/jsm/shaders/ColorCorrectionShader.js +52 -0
  279. package/examples/jsm/shaders/ColorifyShader.js +50 -0
  280. package/examples/jsm/shaders/ConvolutionShader.js +103 -0
  281. package/examples/jsm/shaders/CopyShader.js +45 -0
  282. package/examples/jsm/shaders/DOFMipMapShader.js +56 -0
  283. package/examples/jsm/shaders/DepthLimitedBlurShader.js +171 -0
  284. package/examples/jsm/shaders/DigitalGlitch.js +101 -0
  285. package/examples/jsm/shaders/DotScreenShader.js +70 -0
  286. package/examples/jsm/shaders/ExposureShader.js +44 -0
  287. package/examples/jsm/shaders/FXAAShader.js +286 -0
  288. package/examples/jsm/shaders/FilmShader.js +59 -0
  289. package/examples/jsm/shaders/FocusShader.js +89 -0
  290. package/examples/jsm/shaders/FreiChenShader.js +96 -0
  291. package/examples/jsm/shaders/GTAOShader.js +424 -0
  292. package/examples/jsm/shaders/GammaCorrectionShader.js +43 -0
  293. package/examples/jsm/shaders/GodRaysShader.js +321 -0
  294. package/examples/jsm/shaders/HalftoneShader.js +312 -0
  295. package/examples/jsm/shaders/HorizontalBlurShader.js +59 -0
  296. package/examples/jsm/shaders/HorizontalTiltShiftShader.js +63 -0
  297. package/examples/jsm/shaders/HueSaturationShader.js +67 -0
  298. package/examples/jsm/shaders/KaleidoShader.js +58 -0
  299. package/examples/jsm/shaders/LuminosityHighPassShader.js +64 -0
  300. package/examples/jsm/shaders/LuminosityShader.js +48 -0
  301. package/examples/jsm/shaders/MMDToonShader.js +134 -0
  302. package/examples/jsm/shaders/MirrorShader.js +56 -0
  303. package/examples/jsm/shaders/NormalMapShader.js +55 -0
  304. package/examples/jsm/shaders/OutputShader.js +85 -0
  305. package/examples/jsm/shaders/PoissonDenoiseShader.js +226 -0
  306. package/examples/jsm/shaders/RGBShiftShader.js +54 -0
  307. package/examples/jsm/shaders/SAOShader.js +179 -0
  308. package/examples/jsm/shaders/SMAAShader.js +466 -0
  309. package/examples/jsm/shaders/SSAOShader.js +300 -0
  310. package/examples/jsm/shaders/SSRShader.js +370 -0
  311. package/examples/jsm/shaders/SepiaShader.js +52 -0
  312. package/examples/jsm/shaders/SobelOperatorShader.js +92 -0
  313. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +90 -0
  314. package/examples/jsm/shaders/TechnicolorShader.js +45 -0
  315. package/examples/jsm/shaders/ToonShader.js +326 -0
  316. package/examples/jsm/shaders/TriangleBlurShader.js +74 -0
  317. package/examples/jsm/shaders/UnpackDepthRGBAShader.js +47 -0
  318. package/examples/jsm/shaders/VelocityShader.js +130 -0
  319. package/examples/jsm/shaders/VerticalBlurShader.js +59 -0
  320. package/examples/jsm/shaders/VerticalTiltShiftShader.js +63 -0
  321. package/examples/jsm/shaders/VignetteShader.js +51 -0
  322. package/examples/jsm/shaders/VolumeShader.js +289 -0
  323. package/examples/jsm/shaders/WaterRefractionShader.js +95 -0
  324. package/examples/jsm/textures/FlakesTexture.js +40 -0
  325. package/examples/jsm/transpiler/AST.js +270 -0
  326. package/examples/jsm/transpiler/GLSLDecoder.js +983 -0
  327. package/examples/jsm/transpiler/ShaderToyDecoder.js +49 -0
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  994. package/src/renderers/webgpu/nodes/WGSLNodeBuilder.js +1287 -0
  995. package/src/renderers/webgpu/nodes/WGSLNodeFunction.js +159 -0
  996. package/src/renderers/webgpu/nodes/WGSLNodeParser.js +14 -0
  997. package/src/renderers/webgpu/utils/WebGPUAttributeUtils.js +322 -0
  998. package/src/renderers/webgpu/utils/WebGPUBindingUtils.js +274 -0
  999. package/src/renderers/webgpu/utils/WebGPUConstants.js +332 -0
  1000. package/src/renderers/webgpu/utils/WebGPUPipelineUtils.js +641 -0
  1001. package/src/renderers/webgpu/utils/WebGPUTexturePassUtils.js +285 -0
  1002. package/src/renderers/webgpu/utils/WebGPUTextureUtils.js +1190 -0
  1003. package/src/renderers/webgpu/utils/WebGPUUtils.js +114 -0
  1004. package/src/renderers/webxr/WebXRController.js +343 -0
  1005. package/src/renderers/webxr/WebXRDepthSensing.js +110 -0
  1006. package/src/renderers/webxr/WebXRManager.js +832 -0
  1007. package/src/scenes/Fog.js +38 -0
  1008. package/src/scenes/FogExp2.js +35 -0
  1009. package/src/scenes/Scene.js +77 -0
  1010. package/src/textures/CanvasTexture.js +17 -0
  1011. package/src/textures/CompressedArrayTexture.js +32 -0
  1012. package/src/textures/CompressedCubeTexture.js +19 -0
  1013. package/src/textures/CompressedTexture.js +28 -0
  1014. package/src/textures/CubeTexture.js +33 -0
  1015. package/src/textures/Data3DTexture.js +35 -0
  1016. package/src/textures/DataArrayTexture.js +41 -0
  1017. package/src/textures/DataTexture.js +22 -0
  1018. package/src/textures/DepthTexture.js +56 -0
  1019. package/src/textures/FramebufferTexture.js +23 -0
  1020. package/src/textures/Source.js +128 -0
  1021. package/src/textures/Texture.js +320 -0
  1022. package/src/textures/VideoTexture.js +55 -0
  1023. package/src/utils.js +120 -0
@@ -0,0 +1,563 @@
1
+ export default /* glsl */`
2
+
3
+ struct PhysicalMaterial {
4
+
5
+ vec3 diffuseColor;
6
+ float roughness;
7
+ vec3 specularColor;
8
+ float specularF90;
9
+ float dispersion;
10
+
11
+ #ifdef USE_CLEARCOAT
12
+ float clearcoat;
13
+ float clearcoatRoughness;
14
+ vec3 clearcoatF0;
15
+ float clearcoatF90;
16
+ #endif
17
+
18
+ #ifdef USE_IRIDESCENCE
19
+ float iridescence;
20
+ float iridescenceIOR;
21
+ float iridescenceThickness;
22
+ vec3 iridescenceFresnel;
23
+ vec3 iridescenceF0;
24
+ #endif
25
+
26
+ #ifdef USE_SHEEN
27
+ vec3 sheenColor;
28
+ float sheenRoughness;
29
+ #endif
30
+
31
+ #ifdef IOR
32
+ float ior;
33
+ #endif
34
+
35
+ #ifdef USE_TRANSMISSION
36
+ float transmission;
37
+ float transmissionAlpha;
38
+ float thickness;
39
+ float attenuationDistance;
40
+ vec3 attenuationColor;
41
+ #endif
42
+
43
+ #ifdef USE_ANISOTROPY
44
+ float anisotropy;
45
+ float alphaT;
46
+ vec3 anisotropyT;
47
+ vec3 anisotropyB;
48
+ #endif
49
+
50
+ };
51
+
52
+ // temporary
53
+ vec3 clearcoatSpecularDirect = vec3( 0.0 );
54
+ vec3 clearcoatSpecularIndirect = vec3( 0.0 );
55
+ vec3 sheenSpecularDirect = vec3( 0.0 );
56
+ vec3 sheenSpecularIndirect = vec3(0.0 );
57
+
58
+ vec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {
59
+ float x = clamp( 1.0 - dotVH, 0.0, 1.0 );
60
+ float x2 = x * x;
61
+ float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );
62
+
63
+ return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );
64
+ }
65
+
66
+ // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
67
+ // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
68
+ float V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
69
+
70
+ float a2 = pow2( alpha );
71
+
72
+ float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
73
+ float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
74
+
75
+ return 0.5 / max( gv + gl, EPSILON );
76
+
77
+ }
78
+
79
+ // Microfacet Models for Refraction through Rough Surfaces - equation (33)
80
+ // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
81
+ // alpha is "roughness squared" in Disney’s reparameterization
82
+ float D_GGX( const in float alpha, const in float dotNH ) {
83
+
84
+ float a2 = pow2( alpha );
85
+
86
+ float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1
87
+
88
+ return RECIPROCAL_PI * a2 / pow2( denom );
89
+
90
+ }
91
+
92
+ // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
93
+ #ifdef USE_ANISOTROPY
94
+
95
+ float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {
96
+
97
+ float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );
98
+ float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );
99
+ float v = 0.5 / ( gv + gl );
100
+
101
+ return saturate(v);
102
+
103
+ }
104
+
105
+ float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {
106
+
107
+ float a2 = alphaT * alphaB;
108
+ highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );
109
+ highp float v2 = dot( v, v );
110
+ float w2 = a2 / v2;
111
+
112
+ return RECIPROCAL_PI * a2 * pow2 ( w2 );
113
+
114
+ }
115
+
116
+ #endif
117
+
118
+ #ifdef USE_CLEARCOAT
119
+
120
+ // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
121
+ vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {
122
+
123
+ vec3 f0 = material.clearcoatF0;
124
+ float f90 = material.clearcoatF90;
125
+ float roughness = material.clearcoatRoughness;
126
+
127
+ float alpha = pow2( roughness ); // UE4's roughness
128
+
129
+ vec3 halfDir = normalize( lightDir + viewDir );
130
+
131
+ float dotNL = saturate( dot( normal, lightDir ) );
132
+ float dotNV = saturate( dot( normal, viewDir ) );
133
+ float dotNH = saturate( dot( normal, halfDir ) );
134
+ float dotVH = saturate( dot( viewDir, halfDir ) );
135
+
136
+ vec3 F = F_Schlick( f0, f90, dotVH );
137
+
138
+ float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
139
+
140
+ float D = D_GGX( alpha, dotNH );
141
+
142
+ return F * ( V * D );
143
+
144
+ }
145
+
146
+ #endif
147
+
148
+ vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {
149
+
150
+ vec3 f0 = material.specularColor;
151
+ float f90 = material.specularF90;
152
+ float roughness = material.roughness;
153
+
154
+ float alpha = pow2( roughness ); // UE4's roughness
155
+
156
+ vec3 halfDir = normalize( lightDir + viewDir );
157
+
158
+ float dotNL = saturate( dot( normal, lightDir ) );
159
+ float dotNV = saturate( dot( normal, viewDir ) );
160
+ float dotNH = saturate( dot( normal, halfDir ) );
161
+ float dotVH = saturate( dot( viewDir, halfDir ) );
162
+
163
+ vec3 F = F_Schlick( f0, f90, dotVH );
164
+
165
+ #ifdef USE_IRIDESCENCE
166
+
167
+ F = mix( F, material.iridescenceFresnel, material.iridescence );
168
+
169
+ #endif
170
+
171
+ #ifdef USE_ANISOTROPY
172
+
173
+ float dotTL = dot( material.anisotropyT, lightDir );
174
+ float dotTV = dot( material.anisotropyT, viewDir );
175
+ float dotTH = dot( material.anisotropyT, halfDir );
176
+ float dotBL = dot( material.anisotropyB, lightDir );
177
+ float dotBV = dot( material.anisotropyB, viewDir );
178
+ float dotBH = dot( material.anisotropyB, halfDir );
179
+
180
+ float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );
181
+
182
+ float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );
183
+
184
+ #else
185
+
186
+ float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
187
+
188
+ float D = D_GGX( alpha, dotNH );
189
+
190
+ #endif
191
+
192
+ return F * ( V * D );
193
+
194
+ }
195
+
196
+ // Rect Area Light
197
+
198
+ // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
199
+ // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
200
+ // code: https://github.com/selfshadow/ltc_code/
201
+
202
+ vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
203
+
204
+ const float LUT_SIZE = 64.0;
205
+ const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
206
+ const float LUT_BIAS = 0.5 / LUT_SIZE;
207
+
208
+ float dotNV = saturate( dot( N, V ) );
209
+
210
+ // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
211
+ vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
212
+
213
+ uv = uv * LUT_SCALE + LUT_BIAS;
214
+
215
+ return uv;
216
+
217
+ }
218
+
219
+ float LTC_ClippedSphereFormFactor( const in vec3 f ) {
220
+
221
+ // Real-Time Area Lighting: a Journey from Research to Production (p.102)
222
+ // An approximation of the form factor of a horizon-clipped rectangle.
223
+
224
+ float l = length( f );
225
+
226
+ return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
227
+
228
+ }
229
+
230
+ vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
231
+
232
+ float x = dot( v1, v2 );
233
+
234
+ float y = abs( x );
235
+
236
+ // rational polynomial approximation to theta / sin( theta ) / 2PI
237
+ float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
238
+ float b = 3.4175940 + ( 4.1616724 + y ) * y;
239
+ float v = a / b;
240
+
241
+ float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
242
+
243
+ return cross( v1, v2 ) * theta_sintheta;
244
+
245
+ }
246
+
247
+ vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
248
+
249
+ // bail if point is on back side of plane of light
250
+ // assumes ccw winding order of light vertices
251
+ vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
252
+ vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
253
+ vec3 lightNormal = cross( v1, v2 );
254
+
255
+ if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
256
+
257
+ // construct orthonormal basis around N
258
+ vec3 T1, T2;
259
+ T1 = normalize( V - N * dot( V, N ) );
260
+ T2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system
261
+
262
+ // compute transform
263
+ mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
264
+
265
+ // transform rect
266
+ vec3 coords[ 4 ];
267
+ coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
268
+ coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
269
+ coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
270
+ coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
271
+
272
+ // project rect onto sphere
273
+ coords[ 0 ] = normalize( coords[ 0 ] );
274
+ coords[ 1 ] = normalize( coords[ 1 ] );
275
+ coords[ 2 ] = normalize( coords[ 2 ] );
276
+ coords[ 3 ] = normalize( coords[ 3 ] );
277
+
278
+ // calculate vector form factor
279
+ vec3 vectorFormFactor = vec3( 0.0 );
280
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
281
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
282
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
283
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
284
+
285
+ // adjust for horizon clipping
286
+ float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
287
+
288
+ /*
289
+ // alternate method of adjusting for horizon clipping (see referece)
290
+ // refactoring required
291
+ float len = length( vectorFormFactor );
292
+ float z = vectorFormFactor.z / len;
293
+
294
+ const float LUT_SIZE = 64.0;
295
+ const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
296
+ const float LUT_BIAS = 0.5 / LUT_SIZE;
297
+
298
+ // tabulated horizon-clipped sphere, apparently...
299
+ vec2 uv = vec2( z * 0.5 + 0.5, len );
300
+ uv = uv * LUT_SCALE + LUT_BIAS;
301
+
302
+ float scale = texture2D( ltc_2, uv ).w;
303
+
304
+ float result = len * scale;
305
+ */
306
+
307
+ return vec3( result );
308
+
309
+ }
310
+
311
+ // End Rect Area Light
312
+
313
+ #if defined( USE_SHEEN )
314
+
315
+ // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
316
+ float D_Charlie( float roughness, float dotNH ) {
317
+
318
+ float alpha = pow2( roughness );
319
+
320
+ // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
321
+ float invAlpha = 1.0 / alpha;
322
+ float cos2h = dotNH * dotNH;
323
+ float sin2h = max( 1.0 - cos2h, 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
324
+
325
+ return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
326
+
327
+ }
328
+
329
+ // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
330
+ float V_Neubelt( float dotNV, float dotNL ) {
331
+
332
+ // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
333
+ return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );
334
+
335
+ }
336
+
337
+ vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {
338
+
339
+ vec3 halfDir = normalize( lightDir + viewDir );
340
+
341
+ float dotNL = saturate( dot( normal, lightDir ) );
342
+ float dotNV = saturate( dot( normal, viewDir ) );
343
+ float dotNH = saturate( dot( normal, halfDir ) );
344
+
345
+ float D = D_Charlie( sheenRoughness, dotNH );
346
+ float V = V_Neubelt( dotNV, dotNL );
347
+
348
+ return sheenColor * ( D * V );
349
+
350
+ }
351
+
352
+ #endif
353
+
354
+ // This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from
355
+ // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
356
+ // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
357
+ float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
358
+
359
+ float dotNV = saturate( dot( normal, viewDir ) );
360
+
361
+ float r2 = roughness * roughness;
362
+
363
+ float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;
364
+
365
+ float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;
366
+
367
+ float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );
368
+
369
+ return saturate( DG * RECIPROCAL_PI );
370
+
371
+ }
372
+
373
+ // Analytical approximation of the DFG LUT, one half of the
374
+ // split-sum approximation used in indirect specular lighting.
375
+ // via 'environmentBRDF' from "Physically Based Shading on Mobile"
376
+ // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
377
+ vec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
378
+
379
+ float dotNV = saturate( dot( normal, viewDir ) );
380
+
381
+ const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
382
+
383
+ const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
384
+
385
+ vec4 r = roughness * c0 + c1;
386
+
387
+ float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;
388
+
389
+ vec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;
390
+
391
+ return fab;
392
+
393
+ }
394
+
395
+ vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {
396
+
397
+ vec2 fab = DFGApprox( normal, viewDir, roughness );
398
+
399
+ return specularColor * fab.x + specularF90 * fab.y;
400
+
401
+ }
402
+
403
+ // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
404
+ // Approximates multiscattering in order to preserve energy.
405
+ // http://www.jcgt.org/published/0008/01/03/
406
+ #ifdef USE_IRIDESCENCE
407
+ void computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
408
+ #else
409
+ void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
410
+ #endif
411
+
412
+ vec2 fab = DFGApprox( normal, viewDir, roughness );
413
+
414
+ #ifdef USE_IRIDESCENCE
415
+
416
+ vec3 Fr = mix( specularColor, iridescenceF0, iridescence );
417
+
418
+ #else
419
+
420
+ vec3 Fr = specularColor;
421
+
422
+ #endif
423
+
424
+ vec3 FssEss = Fr * fab.x + specularF90 * fab.y;
425
+
426
+ float Ess = fab.x + fab.y;
427
+ float Ems = 1.0 - Ess;
428
+
429
+ vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; // 1/21
430
+ vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );
431
+
432
+ singleScatter += FssEss;
433
+ multiScatter += Fms * Ems;
434
+
435
+ }
436
+
437
+ #if NUM_RECT_AREA_LIGHTS > 0
438
+
439
+ void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
440
+
441
+ vec3 normal = geometryNormal;
442
+ vec3 viewDir = geometryViewDir;
443
+ vec3 position = geometryPosition;
444
+ vec3 lightPos = rectAreaLight.position;
445
+ vec3 halfWidth = rectAreaLight.halfWidth;
446
+ vec3 halfHeight = rectAreaLight.halfHeight;
447
+ vec3 lightColor = rectAreaLight.color;
448
+ float roughness = material.roughness;
449
+
450
+ vec3 rectCoords[ 4 ];
451
+ rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; // counterclockwise; light shines in local neg z direction
452
+ rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;
453
+ rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;
454
+ rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;
455
+
456
+ vec2 uv = LTC_Uv( normal, viewDir, roughness );
457
+
458
+ vec4 t1 = texture2D( ltc_1, uv );
459
+ vec4 t2 = texture2D( ltc_2, uv );
460
+
461
+ mat3 mInv = mat3(
462
+ vec3( t1.x, 0, t1.y ),
463
+ vec3( 0, 1, 0 ),
464
+ vec3( t1.z, 0, t1.w )
465
+ );
466
+
467
+ // LTC Fresnel Approximation by Stephen Hill
468
+ // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
469
+ vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );
470
+
471
+ reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );
472
+
473
+ reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );
474
+
475
+ }
476
+
477
+ #endif
478
+
479
+ void RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
480
+
481
+ float dotNL = saturate( dot( geometryNormal, directLight.direction ) );
482
+
483
+ vec3 irradiance = dotNL * directLight.color;
484
+
485
+ #ifdef USE_CLEARCOAT
486
+
487
+ float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );
488
+
489
+ vec3 ccIrradiance = dotNLcc * directLight.color;
490
+
491
+ clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );
492
+
493
+ #endif
494
+
495
+ #ifdef USE_SHEEN
496
+
497
+ sheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );
498
+
499
+ #endif
500
+
501
+ reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );
502
+
503
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
504
+ }
505
+
506
+ void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
507
+
508
+ reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
509
+
510
+ }
511
+
512
+ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
513
+
514
+ #ifdef USE_CLEARCOAT
515
+
516
+ clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );
517
+
518
+ #endif
519
+
520
+ #ifdef USE_SHEEN
521
+
522
+ sheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
523
+
524
+ #endif
525
+
526
+ // Both indirect specular and indirect diffuse light accumulate here
527
+
528
+ vec3 singleScattering = vec3( 0.0 );
529
+ vec3 multiScattering = vec3( 0.0 );
530
+ vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
531
+
532
+ #ifdef USE_IRIDESCENCE
533
+
534
+ computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );
535
+
536
+ #else
537
+
538
+ computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );
539
+
540
+ #endif
541
+
542
+ vec3 totalScattering = singleScattering + multiScattering;
543
+ vec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );
544
+
545
+ reflectedLight.indirectSpecular += radiance * singleScattering;
546
+ reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;
547
+
548
+ reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;
549
+
550
+ }
551
+
552
+ #define RE_Direct RE_Direct_Physical
553
+ #define RE_Direct_RectArea RE_Direct_RectArea_Physical
554
+ #define RE_IndirectDiffuse RE_IndirectDiffuse_Physical
555
+ #define RE_IndirectSpecular RE_IndirectSpecular_Physical
556
+
557
+ // ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
558
+ float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
559
+
560
+ return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );
561
+
562
+ }
563
+ `;
@@ -0,0 +1,4 @@
1
+ export default /* glsl */`
2
+ ToonMaterial material;
3
+ material.diffuseColor = diffuseColor.rgb;
4
+ `;
@@ -0,0 +1,26 @@
1
+ export default /* glsl */`
2
+ varying vec3 vViewPosition;
3
+
4
+ struct ToonMaterial {
5
+
6
+ vec3 diffuseColor;
7
+
8
+ };
9
+
10
+ void RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
11
+
12
+ vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;
13
+
14
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
15
+
16
+ }
17
+
18
+ void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
19
+
20
+ reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
21
+
22
+ }
23
+
24
+ #define RE_Direct RE_Direct_Toon
25
+ #define RE_IndirectDiffuse RE_IndirectDiffuse_Toon
26
+ `;
@@ -0,0 +1,9 @@
1
+ export default /* glsl */`
2
+ #if defined( USE_LOGDEPTHBUF )
3
+
4
+ // Doing a strict comparison with == 1.0 can cause noise artifacts
5
+ // on some platforms. See issue #17623.
6
+ gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;
7
+
8
+ #endif
9
+ `;
@@ -0,0 +1,9 @@
1
+ export default /* glsl */`
2
+ #if defined( USE_LOGDEPTHBUF )
3
+
4
+ uniform float logDepthBufFC;
5
+ varying float vFragDepth;
6
+ varying float vIsPerspective;
7
+
8
+ #endif
9
+ `;
@@ -0,0 +1,8 @@
1
+ export default /* glsl */`
2
+ #ifdef USE_LOGDEPTHBUF
3
+
4
+ varying float vFragDepth;
5
+ varying float vIsPerspective;
6
+
7
+ #endif
8
+ `;
@@ -0,0 +1,8 @@
1
+ export default /* glsl */`
2
+ #ifdef USE_LOGDEPTHBUF
3
+
4
+ vFragDepth = 1.0 + gl_Position.w;
5
+ vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
6
+
7
+ #endif
8
+ `;
@@ -0,0 +1,17 @@
1
+ export default /* glsl */`
2
+ #ifdef USE_MAP
3
+
4
+ vec4 sampledDiffuseColor = texture2D( map, vMapUv );
5
+
6
+ #ifdef DECODE_VIDEO_TEXTURE
7
+
8
+ // use inline sRGB decode until browsers properly support SRGB8_ALPHA8 with video textures (#26516)
9
+
10
+ sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );
11
+
12
+ #endif
13
+
14
+ diffuseColor *= sampledDiffuseColor;
15
+
16
+ #endif
17
+ `;
@@ -0,0 +1,7 @@
1
+ export default /* glsl */`
2
+ #ifdef USE_MAP
3
+
4
+ uniform sampler2D map;
5
+
6
+ #endif
7
+ `;
@@ -0,0 +1,27 @@
1
+ export default /* glsl */`
2
+ #if defined( USE_MAP ) || defined( USE_ALPHAMAP )
3
+
4
+ #if defined( USE_POINTS_UV )
5
+
6
+ vec2 uv = vUv;
7
+
8
+ #else
9
+
10
+ vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;
11
+
12
+ #endif
13
+
14
+ #endif
15
+
16
+ #ifdef USE_MAP
17
+
18
+ diffuseColor *= texture2D( map, uv );
19
+
20
+ #endif
21
+
22
+ #ifdef USE_ALPHAMAP
23
+
24
+ diffuseColor.a *= texture2D( alphaMap, uv ).g;
25
+
26
+ #endif
27
+ `;