@react-three/drei 9.30.2 → 9.30.3

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.
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),r=require("../core/shaderMaterial.cjs.js"),n=require("three-mesh-bvh");function i(e){if(e&&e.__esModule)return e;var r=Object.create(null);return e&&Object.keys(e).forEach((function(n){if("default"!==n){var i=Object.getOwnPropertyDescriptor(e,n);Object.defineProperty(r,n,i.get?i:{enumerable:!0,get:function(){return e[n]}})}})),r.default=e,Object.freeze(r)}var o=i(e);const t=r.shaderMaterial({envMap:null,bounces:3,ior:2.4,correctMips:!0,aberrationStrength:.01,fresnel:0,bvh:new n.MeshBVHUniformStruct,color:new o.Color("white"),resolution:new o.Vector2},"\n varying vec3 vWorldPosition; \n varying vec3 vNormal;\n varying mat4 projectionMatrixInv;\n varying mat4 viewMatrixInv;\n varying vec3 viewDirection;\n \n void main() {\n projectionMatrixInv = inverse(projectionMatrix);\n viewMatrixInv = inverse(viewMatrix);\n vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz; \n vNormal = (viewMatrixInv * vec4(normalMatrix * normal, 0.0)).xyz;\n viewDirection = normalize(vWorldPosition - cameraPosition);\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);\n }",`\n #define ENVMAP_TYPE_CUBE_UV\n precision highp isampler2D;\n precision highp usampler2D;\n varying vec3 vWorldPosition;\n varying vec3 vNormal;\n \n #ifdef ENVMAP_TYPE_CUBEM\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n \n uniform float bounces;\n ${n.shaderStructs}\n ${n.shaderIntersectFunction}\n uniform BVH bvh;\n uniform float ior;\n uniform vec3 color;\n uniform bool correctMips;\n uniform vec2 resolution;\n uniform float fresnel;\n uniform mat4 modelMatrix;\n \n uniform float aberrationStrength;\n varying mat4 projectionMatrixInv;\n varying mat4 viewMatrixInv;\n varying vec3 viewDirection; \n \n float fresnelFunc(vec3 viewDirection, vec3 worldNormal) {\n return pow( 1.0 + dot( viewDirection, worldNormal), 10.0 );\n }\n \n vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 normal, float ior, mat4 modelMatrixInverse) {\n vec3 rayOrigin = ro;\n vec3 rayDirection = rd;\n rayDirection = refract(rayDirection, normal, 1.0 / ior);\n rayOrigin = vWorldPosition + rayDirection * 0.001;\n rayOrigin = (modelMatrixInverse * vec4(rayOrigin, 1.0)).xyz;\n rayDirection = normalize((modelMatrixInverse * vec4(rayDirection, 0.0)).xyz);\n for(float i = 0.0; i < bounces; i++) {\n uvec4 faceIndices = uvec4( 0u );\n vec3 faceNormal = vec3( 0.0, 0.0, 1.0 );\n vec3 barycoord = vec3( 0.0 );\n float side = 1.0;\n float dist = 0.0;\n bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist );\n vec3 hitPos = rayOrigin + rayDirection * max(dist - 0.001, 0.0);\n // faceNormal *= side;\n vec3 tempDir = refract(rayDirection, faceNormal, ior);\n if (length(tempDir) != 0.0) {\n rayDirection = tempDir;\n break;\n }\n rayDirection = reflect(rayDirection, faceNormal);\n rayOrigin = hitPos + rayDirection * 0.01;\n }\n rayDirection = normalize((modelMatrix * vec4(rayDirection, 0.0)).xyz);\n return rayDirection;\n }\n \n #include <common>\n #include <cube_uv_reflection_fragment>\n \n #ifdef ENVMAP_TYPE_CUBEM\n vec4 textureGradient(samplerCube envMap, vec3 rayDirection, vec3 directionCamPerfect) {\n return textureGrad(envMap, rayDirection, dFdx(correctMips ? directionCamPerfect: rayDirection), dFdy(correctMips ? directionCamPerfect: rayDirection));\n }\n #else\n vec4 textureGradient(sampler2D envMap, vec3 rayDirection, vec3 directionCamPerfect) {\n vec2 uvv = equirectUv( rayDirection );\n vec2 smoothUv = equirectUv( directionCamPerfect );\n return textureGrad(envMap, uvv, dFdx(correctMips ? smoothUv : uvv), dFdy(correctMips ? smoothUv : uvv));\n }\n #endif \n \n void main() {\n mat4 modelMatrixInverse = inverse(modelMatrix);\n vec2 uv = gl_FragCoord.xy / resolution;\n vec3 directionCamPerfect = (projectionMatrixInv * vec4(uv * 2.0 - 1.0, 0.0, 1.0)).xyz;\n directionCamPerfect = (viewMatrixInv * vec4(directionCamPerfect, 0.0)).xyz;\n directionCamPerfect = normalize(directionCamPerfect);\n vec3 normal = vNormal;\n vec3 rayOrigin = cameraPosition;\n vec3 rayDirection = normalize(vWorldPosition - cameraPosition);\n vec3 finalColor;\n #ifdef CHROMATIC_ABERRATIONS\n vec3 rayDirectionR = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 - aberrationStrength), 1.0), modelMatrixInverse);\n vec3 rayDirectionG = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), modelMatrixInverse);\n vec3 rayDirectionB = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 + aberrationStrength), 1.0), modelMatrixInverse);\n float finalColorR = textureGradient(envMap, rayDirectionR, directionCamPerfect).r;\n float finalColorG = textureGradient(envMap, rayDirectionG, directionCamPerfect).g;\n float finalColorB = textureGradient(envMap, rayDirectionB, directionCamPerfect).b;\n finalColor = vec3(finalColorR, finalColorG, finalColorB) * color;\n #else\n rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), modelMatrixInverse);\n finalColor = textureGradient(envMap, rayDirection, directionCamPerfect).rgb; \n finalColor *= color;\n #endif\n float nFresnel = fresnelFunc(viewDirection, normal * (1.0 - fresnel));\n gl_FragColor = vec4(mix(finalColor, vec3(1.0), nFresnel), 1.0);\n \n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }`);exports.MeshRefractionMaterial=t;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),r=require("../core/shaderMaterial.cjs.js"),n=require("three-mesh-bvh");function i(e){if(e&&e.__esModule)return e;var r=Object.create(null);return e&&Object.keys(e).forEach((function(n){if("default"!==n){var i=Object.getOwnPropertyDescriptor(e,n);Object.defineProperty(r,n,i.get?i:{enumerable:!0,get:function(){return e[n]}})}})),r.default=e,Object.freeze(r)}var t=i(e);const o=r.shaderMaterial({envMap:null,bounces:3,ior:2.4,correctMips:!0,aberrationStrength:.01,fresnel:0,bvh:new n.MeshBVHUniformStruct,color:new t.Color("white"),resolution:new t.Vector2},"\n varying vec3 vWorldPosition; \n varying vec3 vNormal;\n varying mat4 projectionMatrixInv;\n varying mat4 viewMatrixInv;\n varying vec3 viewDirection;\n varying mat4 vInstanceMatrix;\n \n void main() { \n vec4 transformedNormal = vec4(normal, 0.0);\n vec4 transformedPosition = vec4(position, 1.0);\n #ifdef USE_INSTANCING\n vInstanceMatrix = instanceMatrix;\n transformedNormal = instanceMatrix * transformedNormal;\n transformedPosition = instanceMatrix * transformedPosition;\n #else\n vInstanceMatrix = mat4(1.0);\n #endif\n \n projectionMatrixInv = inverse(projectionMatrix);\n viewMatrixInv = inverse(viewMatrix);\n \n vWorldPosition = (modelMatrix * transformedPosition).xyz; \n vNormal = (viewMatrixInv * vec4(normalMatrix * transformedNormal.xyz, 0.0)).xyz;\n viewDirection = normalize(vWorldPosition - cameraPosition);\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * transformedPosition;\n }",`\n #define ENVMAP_TYPE_CUBE_UV\n precision highp isampler2D;\n precision highp usampler2D;\n varying vec3 vWorldPosition;\n varying vec3 vNormal;\n \n #ifdef ENVMAP_TYPE_CUBEM\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n \n uniform float bounces;\n ${n.shaderStructs}\n ${n.shaderIntersectFunction}\n uniform BVH bvh;\n uniform float ior;\n uniform vec3 color;\n uniform bool correctMips;\n uniform vec2 resolution;\n uniform float fresnel;\n uniform mat4 modelMatrix;\n \n uniform float aberrationStrength;\n varying mat4 projectionMatrixInv;\n varying mat4 viewMatrixInv;\n varying vec3 viewDirection; \n varying mat4 vInstanceMatrix;\n \n float fresnelFunc(vec3 viewDirection, vec3 worldNormal) {\n return pow( 1.0 + dot( viewDirection, worldNormal), 10.0 );\n }\n \n vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 normal, float ior, mat4 modelMatrixInverse) {\n vec3 rayOrigin = ro;\n vec3 rayDirection = rd;\n rayDirection = refract(rayDirection, normal, 1.0 / ior);\n rayOrigin = vWorldPosition + rayDirection * 0.001;\n rayOrigin = (modelMatrixInverse * vec4(rayOrigin, 1.0)).xyz;\n rayDirection = normalize((modelMatrixInverse * vec4(rayDirection, 0.0)).xyz);\n for(float i = 0.0; i < bounces; i++) {\n uvec4 faceIndices = uvec4( 0u );\n vec3 faceNormal = vec3( 0.0, 0.0, 1.0 );\n vec3 barycoord = vec3( 0.0 );\n float side = 1.0;\n float dist = 0.0;\n bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist );\n vec3 hitPos = rayOrigin + rayDirection * max(dist - 0.001, 0.0); \n vec3 tempDir = refract(rayDirection, faceNormal, ior);\n if (length(tempDir) != 0.0) {\n rayDirection = tempDir;\n break;\n }\n rayDirection = reflect(rayDirection, faceNormal);\n rayOrigin = hitPos + rayDirection * 0.01;\n }\n rayDirection = normalize((modelMatrix * vec4(rayDirection, 0.0)).xyz);\n return rayDirection;\n }\n \n #include <common>\n #include <cube_uv_reflection_fragment>\n \n #ifdef ENVMAP_TYPE_CUBEM\n vec4 textureGradient(samplerCube envMap, vec3 rayDirection, vec3 directionCamPerfect) {\n return textureGrad(envMap, rayDirection, dFdx(correctMips ? directionCamPerfect: rayDirection), dFdy(correctMips ? directionCamPerfect: rayDirection));\n }\n #else\n vec4 textureGradient(sampler2D envMap, vec3 rayDirection, vec3 directionCamPerfect) {\n vec2 uvv = equirectUv( rayDirection );\n vec2 smoothUv = equirectUv( directionCamPerfect );\n return textureGrad(envMap, uvv, dFdx(correctMips ? smoothUv : uvv), dFdy(correctMips ? smoothUv : uvv));\n }\n #endif\n \n void main() {\n mat4 modelMatrixInverse = inverse(modelMatrix * vInstanceMatrix);\n vec2 uv = gl_FragCoord.xy / resolution;\n vec3 directionCamPerfect = (projectionMatrixInv * vec4(uv * 2.0 - 1.0, 0.0, 1.0)).xyz;\n directionCamPerfect = (viewMatrixInv * vec4(directionCamPerfect, 0.0)).xyz;\n directionCamPerfect = normalize(directionCamPerfect);\n vec3 normal = vNormal;\n vec3 rayOrigin = cameraPosition;\n vec3 rayDirection = normalize(vWorldPosition - cameraPosition);\n vec3 finalColor;\n #ifdef CHROMATIC_ABERRATIONS\n vec3 rayDirectionG = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), modelMatrixInverse);\n #ifdef FAST_CHROMA \n vec3 rayDirectionR = normalize(rayDirectionG + 1.0 * vec3(aberrationStrength / 2.0));\n vec3 rayDirectionB = normalize(rayDirectionG - 1.0 * vec3(aberrationStrength / 2.0));\n #else\n vec3 rayDirectionR = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 - aberrationStrength), 1.0), modelMatrixInverse);\n vec3 rayDirectionB = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 + aberrationStrength), 1.0), modelMatrixInverse);\n #endif\n float finalColorR = textureGradient(envMap, rayDirectionR, directionCamPerfect).r;\n float finalColorG = textureGradient(envMap, rayDirectionG, directionCamPerfect).g;\n float finalColorB = textureGradient(envMap, rayDirectionB, directionCamPerfect).b;\n finalColor = vec3(finalColorR, finalColorG, finalColorB) * color;\n #else\n rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), modelMatrixInverse);\n finalColor = textureGradient(envMap, rayDirection, directionCamPerfect).rgb; \n finalColor *= color;\n #endif\n float nFresnel = fresnelFunc(viewDirection, normal) * fresnel;\n gl_FragColor = vec4(mix(finalColor, vec3(1.0), nFresnel), 1.0); \n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }`);exports.MeshRefractionMaterial=o;
@@ -16,125 +16,141 @@ const MeshRefractionMaterial = shaderMaterial({
16
16
  },
17
17
  /*glsl*/
18
18
  `
19
- varying vec3 vWorldPosition;
20
- varying vec3 vNormal;
21
- varying mat4 projectionMatrixInv;
22
- varying mat4 viewMatrixInv;
23
- varying vec3 viewDirection;
19
+ varying vec3 vWorldPosition;
20
+ varying vec3 vNormal;
21
+ varying mat4 projectionMatrixInv;
22
+ varying mat4 viewMatrixInv;
23
+ varying vec3 viewDirection;
24
+ varying mat4 vInstanceMatrix;
24
25
 
25
- void main() {
26
- projectionMatrixInv = inverse(projectionMatrix);
27
- viewMatrixInv = inverse(viewMatrix);
28
- vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
29
- vNormal = (viewMatrixInv * vec4(normalMatrix * normal, 0.0)).xyz;
30
- viewDirection = normalize(vWorldPosition - cameraPosition);
31
- gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
32
- }`,
33
- /*glsl*/
34
- `
35
- #define ENVMAP_TYPE_CUBE_UV
36
- precision highp isampler2D;
37
- precision highp usampler2D;
38
- varying vec3 vWorldPosition;
39
- varying vec3 vNormal;
40
-
41
- #ifdef ENVMAP_TYPE_CUBEM
42
- uniform samplerCube envMap;
26
+ void main() {
27
+ vec4 transformedNormal = vec4(normal, 0.0);
28
+ vec4 transformedPosition = vec4(position, 1.0);
29
+ #ifdef USE_INSTANCING
30
+ vInstanceMatrix = instanceMatrix;
31
+ transformedNormal = instanceMatrix * transformedNormal;
32
+ transformedPosition = instanceMatrix * transformedPosition;
43
33
  #else
44
- uniform sampler2D envMap;
34
+ vInstanceMatrix = mat4(1.0);
45
35
  #endif
46
36
 
47
- uniform float bounces;
48
- ${shaderStructs}
49
- ${shaderIntersectFunction}
50
- uniform BVH bvh;
51
- uniform float ior;
52
- uniform vec3 color;
53
- uniform bool correctMips;
54
- uniform vec2 resolution;
55
- uniform float fresnel;
56
- uniform mat4 modelMatrix;
37
+ projectionMatrixInv = inverse(projectionMatrix);
38
+ viewMatrixInv = inverse(viewMatrix);
57
39
 
58
- uniform float aberrationStrength;
59
- varying mat4 projectionMatrixInv;
60
- varying mat4 viewMatrixInv;
61
- varying vec3 viewDirection;
40
+ vWorldPosition = (modelMatrix * transformedPosition).xyz;
41
+ vNormal = (viewMatrixInv * vec4(normalMatrix * transformedNormal.xyz, 0.0)).xyz;
42
+ viewDirection = normalize(vWorldPosition - cameraPosition);
43
+ gl_Position = projectionMatrix * viewMatrix * modelMatrix * transformedPosition;
44
+ }`,
45
+ /*glsl*/
46
+ `
47
+ #define ENVMAP_TYPE_CUBE_UV
48
+ precision highp isampler2D;
49
+ precision highp usampler2D;
50
+ varying vec3 vWorldPosition;
51
+ varying vec3 vNormal;
62
52
 
63
- float fresnelFunc(vec3 viewDirection, vec3 worldNormal) {
64
- return pow( 1.0 + dot( viewDirection, worldNormal), 10.0 );
65
- }
53
+ #ifdef ENVMAP_TYPE_CUBEM
54
+ uniform samplerCube envMap;
55
+ #else
56
+ uniform sampler2D envMap;
57
+ #endif
58
+
59
+ uniform float bounces;
60
+ ${shaderStructs}
61
+ ${shaderIntersectFunction}
62
+ uniform BVH bvh;
63
+ uniform float ior;
64
+ uniform vec3 color;
65
+ uniform bool correctMips;
66
+ uniform vec2 resolution;
67
+ uniform float fresnel;
68
+ uniform mat4 modelMatrix;
69
+
70
+ uniform float aberrationStrength;
71
+ varying mat4 projectionMatrixInv;
72
+ varying mat4 viewMatrixInv;
73
+ varying vec3 viewDirection;
74
+ varying mat4 vInstanceMatrix;
66
75
 
67
- vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 normal, float ior, mat4 modelMatrixInverse) {
68
- vec3 rayOrigin = ro;
69
- vec3 rayDirection = rd;
70
- rayDirection = refract(rayDirection, normal, 1.0 / ior);
71
- rayOrigin = vWorldPosition + rayDirection * 0.001;
72
- rayOrigin = (modelMatrixInverse * vec4(rayOrigin, 1.0)).xyz;
73
- rayDirection = normalize((modelMatrixInverse * vec4(rayDirection, 0.0)).xyz);
74
- for(float i = 0.0; i < bounces; i++) {
75
- uvec4 faceIndices = uvec4( 0u );
76
- vec3 faceNormal = vec3( 0.0, 0.0, 1.0 );
77
- vec3 barycoord = vec3( 0.0 );
78
- float side = 1.0;
79
- float dist = 0.0;
80
- bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist );
81
- vec3 hitPos = rayOrigin + rayDirection * max(dist - 0.001, 0.0);
82
- // faceNormal *= side;
83
- vec3 tempDir = refract(rayDirection, faceNormal, ior);
84
- if (length(tempDir) != 0.0) {
85
- rayDirection = tempDir;
86
- break;
87
- }
88
- rayDirection = reflect(rayDirection, faceNormal);
89
- rayOrigin = hitPos + rayDirection * 0.01;
76
+ float fresnelFunc(vec3 viewDirection, vec3 worldNormal) {
77
+ return pow( 1.0 + dot( viewDirection, worldNormal), 10.0 );
78
+ }
79
+
80
+ vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 normal, float ior, mat4 modelMatrixInverse) {
81
+ vec3 rayOrigin = ro;
82
+ vec3 rayDirection = rd;
83
+ rayDirection = refract(rayDirection, normal, 1.0 / ior);
84
+ rayOrigin = vWorldPosition + rayDirection * 0.001;
85
+ rayOrigin = (modelMatrixInverse * vec4(rayOrigin, 1.0)).xyz;
86
+ rayDirection = normalize((modelMatrixInverse * vec4(rayDirection, 0.0)).xyz);
87
+ for(float i = 0.0; i < bounces; i++) {
88
+ uvec4 faceIndices = uvec4( 0u );
89
+ vec3 faceNormal = vec3( 0.0, 0.0, 1.0 );
90
+ vec3 barycoord = vec3( 0.0 );
91
+ float side = 1.0;
92
+ float dist = 0.0;
93
+ bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist );
94
+ vec3 hitPos = rayOrigin + rayDirection * max(dist - 0.001, 0.0);
95
+ vec3 tempDir = refract(rayDirection, faceNormal, ior);
96
+ if (length(tempDir) != 0.0) {
97
+ rayDirection = tempDir;
98
+ break;
90
99
  }
91
- rayDirection = normalize((modelMatrix * vec4(rayDirection, 0.0)).xyz);
92
- return rayDirection;
100
+ rayDirection = reflect(rayDirection, faceNormal);
101
+ rayOrigin = hitPos + rayDirection * 0.01;
93
102
  }
103
+ rayDirection = normalize((modelMatrix * vec4(rayDirection, 0.0)).xyz);
104
+ return rayDirection;
105
+ }
106
+
107
+ #include <common>
108
+ #include <cube_uv_reflection_fragment>
109
+
110
+ #ifdef ENVMAP_TYPE_CUBEM
111
+ vec4 textureGradient(samplerCube envMap, vec3 rayDirection, vec3 directionCamPerfect) {
112
+ return textureGrad(envMap, rayDirection, dFdx(correctMips ? directionCamPerfect: rayDirection), dFdy(correctMips ? directionCamPerfect: rayDirection));
113
+ }
114
+ #else
115
+ vec4 textureGradient(sampler2D envMap, vec3 rayDirection, vec3 directionCamPerfect) {
116
+ vec2 uvv = equirectUv( rayDirection );
117
+ vec2 smoothUv = equirectUv( directionCamPerfect );
118
+ return textureGrad(envMap, uvv, dFdx(correctMips ? smoothUv : uvv), dFdy(correctMips ? smoothUv : uvv));
119
+ }
120
+ #endif
94
121
 
95
- #include <common>
96
- #include <cube_uv_reflection_fragment>
97
-
98
- #ifdef ENVMAP_TYPE_CUBEM
99
- vec4 textureGradient(samplerCube envMap, vec3 rayDirection, vec3 directionCamPerfect) {
100
- return textureGrad(envMap, rayDirection, dFdx(correctMips ? directionCamPerfect: rayDirection), dFdy(correctMips ? directionCamPerfect: rayDirection));
101
- }
102
- #else
103
- vec4 textureGradient(sampler2D envMap, vec3 rayDirection, vec3 directionCamPerfect) {
104
- vec2 uvv = equirectUv( rayDirection );
105
- vec2 smoothUv = equirectUv( directionCamPerfect );
106
- return textureGrad(envMap, uvv, dFdx(correctMips ? smoothUv : uvv), dFdy(correctMips ? smoothUv : uvv));
107
- }
108
- #endif
109
-
110
- void main() {
111
- mat4 modelMatrixInverse = inverse(modelMatrix);
112
- vec2 uv = gl_FragCoord.xy / resolution;
113
- vec3 directionCamPerfect = (projectionMatrixInv * vec4(uv * 2.0 - 1.0, 0.0, 1.0)).xyz;
114
- directionCamPerfect = (viewMatrixInv * vec4(directionCamPerfect, 0.0)).xyz;
115
- directionCamPerfect = normalize(directionCamPerfect);
116
- vec3 normal = vNormal;
117
- vec3 rayOrigin = cameraPosition;
118
- vec3 rayDirection = normalize(vWorldPosition - cameraPosition);
119
- vec3 finalColor;
120
- #ifdef CHROMATIC_ABERRATIONS
122
+ void main() {
123
+ mat4 modelMatrixInverse = inverse(modelMatrix * vInstanceMatrix);
124
+ vec2 uv = gl_FragCoord.xy / resolution;
125
+ vec3 directionCamPerfect = (projectionMatrixInv * vec4(uv * 2.0 - 1.0, 0.0, 1.0)).xyz;
126
+ directionCamPerfect = (viewMatrixInv * vec4(directionCamPerfect, 0.0)).xyz;
127
+ directionCamPerfect = normalize(directionCamPerfect);
128
+ vec3 normal = vNormal;
129
+ vec3 rayOrigin = cameraPosition;
130
+ vec3 rayDirection = normalize(vWorldPosition - cameraPosition);
131
+ vec3 finalColor;
132
+ #ifdef CHROMATIC_ABERRATIONS
133
+ vec3 rayDirectionG = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), modelMatrixInverse);
134
+ #ifdef FAST_CHROMA
135
+ vec3 rayDirectionR = normalize(rayDirectionG + 1.0 * vec3(aberrationStrength / 2.0));
136
+ vec3 rayDirectionB = normalize(rayDirectionG - 1.0 * vec3(aberrationStrength / 2.0));
137
+ #else
121
138
  vec3 rayDirectionR = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 - aberrationStrength), 1.0), modelMatrixInverse);
122
- vec3 rayDirectionG = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), modelMatrixInverse);
123
139
  vec3 rayDirectionB = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 + aberrationStrength), 1.0), modelMatrixInverse);
124
- float finalColorR = textureGradient(envMap, rayDirectionR, directionCamPerfect).r;
125
- float finalColorG = textureGradient(envMap, rayDirectionG, directionCamPerfect).g;
126
- float finalColorB = textureGradient(envMap, rayDirectionB, directionCamPerfect).b;
127
- finalColor = vec3(finalColorR, finalColorG, finalColorB) * color;
128
- #else
129
- rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), modelMatrixInverse);
130
- finalColor = textureGradient(envMap, rayDirection, directionCamPerfect).rgb;
131
- finalColor *= color;
132
140
  #endif
133
- float nFresnel = fresnelFunc(viewDirection, normal * (1.0 - fresnel));
134
- gl_FragColor = vec4(mix(finalColor, vec3(1.0), nFresnel), 1.0);
135
-
136
- #include <tonemapping_fragment>
137
- #include <encodings_fragment>
138
- }`);
141
+ float finalColorR = textureGradient(envMap, rayDirectionR, directionCamPerfect).r;
142
+ float finalColorG = textureGradient(envMap, rayDirectionG, directionCamPerfect).g;
143
+ float finalColorB = textureGradient(envMap, rayDirectionB, directionCamPerfect).b;
144
+ finalColor = vec3(finalColorR, finalColorG, finalColorB) * color;
145
+ #else
146
+ rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), modelMatrixInverse);
147
+ finalColor = textureGradient(envMap, rayDirection, directionCamPerfect).rgb;
148
+ finalColor *= color;
149
+ #endif
150
+ float nFresnel = fresnelFunc(viewDirection, normal) * fresnel;
151
+ gl_FragColor = vec4(mix(finalColor, vec3(1.0), nFresnel), 1.0);
152
+ #include <tonemapping_fragment>
153
+ #include <encodings_fragment>
154
+ }`);
139
155
 
140
156
  export { MeshRefractionMaterial };
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@react-three/drei",
3
- "version": "9.30.2",
3
+ "version": "9.30.3",
4
4
  "private": false,
5
5
  "description": "useful add-ons for react-three-fiber",
6
6
  "keywords": [