@react-three/drei 9.51.13 → 9.51.15

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package/README.md CHANGED
@@ -1488,6 +1488,12 @@ For performance and visual reasons the host mesh gets removed from the render-st
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  ```tsx
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  type MeshTransmissionMaterialProps = JSX.IntrinsicElements['meshPhysicalMaterial'] & {
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+ /* Transmission, default: 1 */
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+ transmission?: number
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+ /* Thickness (refraction), default: 0 */
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+ thickness?: number
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+ /* Roughness (blur), default: 0 */
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+ roughness?: number
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  /* Chromatic aberration, default: 0.03 */
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  chromaticAberration?: number
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  /* Anisotropy, default: 0.1 */
@@ -1495,9 +1501,9 @@ type MeshTransmissionMaterialProps = JSX.IntrinsicElements['meshPhysicalMaterial
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  /* Distortion, default: 0 */
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  distortion?: number
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  /* Distortion scale, default: 0.5 */
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- distortionScale?: number
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- /* Temporal distortion, default: 0.5 */
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- temporalDistortion?: number
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+ distortionScale: number
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+ /* Temporal distortion (speed of movement), default: 0.0 */
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+ temporalDistortion: number
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  }
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  ```
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@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var n=require("@babel/runtime/helpers/extends"),e=require("three"),t=require("react"),a=require("@react-three/fiber"),o=require("./useFBO.cjs.js");function r(n){return n&&"object"==typeof n&&"default"in n?n:{default:n}}function i(n){if(n&&n.__esModule)return n;var e=Object.create(null);return n&&Object.keys(n).forEach((function(t){if("default"!==t){var a=Object.getOwnPropertyDescriptor(n,t);Object.defineProperty(e,t,a.get?a:{enumerable:!0,get:function(){return n[t]}})}})),e.default=n,Object.freeze(e)}var s=r(n),l=i(e),c=i(t);class m extends l.MeshPhysicalMaterial{constructor({samples:n=6,...e}={}){super(e),this.uniforms={chromaticAberration:{value:.05},transmission:{value:0},_transmission:{value:1},transmissionMap:{value:null},thickness:{value:1},thicknessMap:{value:null},attenuationDistance:{value:1/0},attenuationColor:{value:new l.Color("white")},anisotropy:{value:.1},time:{value:0},distortion:{value:0},distortionScale:{value:.5},temporalDistortion:{value:.5},buffer:{value:null},resolution:{value:new l.Vector2}},this.onBeforeCompile=e=>{e.uniforms={...e.uniforms,...this.uniforms},e.defines.USE_TRANSMISSION="",e.fragmentShader="\n uniform float chromaticAberration;\n uniform vec2 resolution; \n uniform float anisotropy; \n uniform float time;\n uniform float distortion;\n uniform float distortionScale;\n uniform float temporalDistortion;\n uniform sampler2D buffer;\n \n vec3 sat(vec3 rgb, float adjustment) {\n const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n vec3 intensity = vec3(dot(rgb, W));\n return mix(intensity, rgb, adjustment);\n }\n vec3 random3(vec3 c) {\n float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));\n vec3 r;\n r.z = fract(512.0*j);\n j *= .125;\n r.x = fract(512.0*j);\n j *= .125;\n r.y = fract(512.0*j);\n return r-0.5;\n }\n\n float seed = 0.0;\n uint hash( uint x ) {\n x += ( x << 10u );\n x ^= ( x >> 6u );\n x += ( x << 3u );\n x ^= ( x >> 11u );\n x += ( x << 15u );\n return x;\n }\n\n // Compound versions of the hashing algorithm I whipped together.\n uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }\n uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }\n uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }\n\n // Construct a float with half-open range [0:1] using low 23 bits.\n // All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.\n float floatConstruct( uint m ) {\n const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask\n const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32\n\n m &= ieeeMantissa; // Keep only mantissa bits (fractional part)\n m |= ieeeOne; // Add fractional part to 1.0\n\n float f = uintBitsToFloat( m ); // Range [1:2]\n return f - 1.0; // Range [0:1]\n }\n\n // Pseudo-random value in half-open range [0:1].\n float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }\n float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n\n float rand() {\n float result = random(vec3(gl_FragCoord.xy, seed));\n seed += 1.0;\n return result;\n }\n\n const float F3 = 0.3333333;\n const float G3 = 0.1666667;\n\n float snoise(vec3 p) {\n vec3 s = floor(p + dot(p, vec3(F3)));\n vec3 x = p - s + dot(s, vec3(G3));\n vec3 e = step(vec3(0.0), x - x.yzx);\n vec3 i1 = e*(1.0 - e.zxy);\n vec3 i2 = 1.0 - e.zxy*(1.0 - e);\n vec3 x1 = x - i1 + G3;\n vec3 x2 = x - i2 + 2.0*G3;\n vec3 x3 = x - 1.0 + 3.0*G3;\n vec4 w, d;\n w.x = dot(x, x);\n w.y = dot(x1, x1);\n w.z = dot(x2, x2);\n w.w = dot(x3, x3);\n w = max(0.6 - w, 0.0);\n d.x = dot(random3(s), x);\n d.y = dot(random3(s + i1), x1);\n d.z = dot(random3(s + i2), x2);\n d.w = dot(random3(s + 1.0), x3);\n w *= w;\n w *= w;\n d *= w;\n return dot(d, vec4(52.0));\n }\n\n float snoiseFractal(vec3 m) {\n return 0.5333333* snoise(m)\n +0.2666667* snoise(2.0*m)\n +0.1333333* snoise(4.0*m)\n +0.0666667* snoise(8.0*m);\n }\n"+e.fragmentShader,e.fragmentShader=e.fragmentShader.replace("#include <transmission_pars_fragment>","\n #ifdef USE_TRANSMISSION\n // Transmission code is based on glTF-Sampler-Viewer\n // https://github.com/KhronosGroup/glTF-Sample-Viewer\n uniform float _transmission;\n uniform float thickness;\n uniform float attenuationDistance;\n uniform vec3 attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n uniform sampler2D transmissionMap;\n #endif\n #ifdef USE_THICKNESSMAP\n uniform sampler2D thicknessMap;\n #endif\n uniform vec2 transmissionSamplerSize;\n uniform sampler2D transmissionSamplerMap;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrix;\n varying vec3 vWorldPosition;\n vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n // Direction of refracted light.\n vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n // Compute rotation-independant scaling of the model matrix.\n vec3 modelScale;\n modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n // The thickness is specified in local space.\n return normalize( refractionVector ) * thickness * modelScale;\n }\n float applyIorToRoughness( const in float roughness, const in float ior ) {\n // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and\n // an IOR of 1.5 results in the default amount of microfacet refraction.\n return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n }\n vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n return texture2D(buffer, fragCoord.xy);\n }\n vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n if ( isinf( attenuationDistance ) ) {\n // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.\n return radiance;\n } else {\n // Compute light attenuation using Beer's law.\n vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law\n return transmittance * radiance;\n }\n }\n vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n const in vec3 attenuationColor, const in float attenuationDistance ) {\n vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n vec3 refractedRayExit = position + transmissionRay;\n // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.\n vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n refractionCoords += 1.0;\n refractionCoords /= 2.0;\n // Sample framebuffer to get pixel the refracted ray hits.\n vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n // Get the specular component.\n vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n }\n #endif\n"),e.fragmentShader=e.fragmentShader.replace("#include <transmission_fragment>",`\n vec2 uv = gl_FragCoord.xy / resolution.xy; \n // Improve the refraction to use the world pos\n material.transmission = _transmission;\n material.transmissionAlpha = 1.0;\n material.thickness = thickness;\n material.attenuationDistance = attenuationDistance;\n material.attenuationColor = attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n material.transmission *= texture2D( transmissionMap, vUv ).r;\n #endif\n #ifdef USE_THICKNESSMAP\n material.thickness *= texture2D( thicknessMap, vUv ).g;\n #endif\n \n vec3 pos = vWorldPosition;\n vec3 v = normalize( cameraPosition - pos );\n vec3 n = inverseTransformDirection( normal, viewMatrix );\n vec3 transmission = vec3(0.0);\n float transmissionR, transmissionB, transmissionG;\n float randomCoords = rand();\n float thickness_smear = thickness * max(pow(roughness, 0.33), anisotropy);\n vec3 distortionNormal = vec3(0.0);\n vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion;\n if (distortion > 0.0) {\n distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset)));\n }\n for (float i = 0.0; i < ${n}.0; i ++) {\n vec3 sampleNorm = normalize(n + roughness * roughness * 2.0 * normalize(vec3(rand() - 0.5, rand() - 0.5, rand() - 0.5)) * pow(rand(), 0.33) + distortionNormal);\n transmissionR = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).r;\n transmissionG = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${n})) , material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).g;\n transmissionB = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${n})), material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).b;\n transmission.r += transmissionR;\n transmission.g += transmissionG;\n transmission.b += transmissionB;\n }\n transmission /= ${n}.0;\n totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n`)},Object.keys(this.uniforms).forEach((n=>Object.defineProperty(this,n,{get:()=>this.uniforms[n].value,set:e=>this.uniforms[n].value=e})))}}const u=c.forwardRef((({buffer:n,transmission:e=1,distortionSpeed:t=1,samples:r=10,resolution:i,background:u,...f},d)=>{a.extend({MeshTransmissionMaterial:m});const v=c.useRef(null),{size:h,viewport:p}=a.useThree(),x=o.useFBO(i);let g,M,C,y;return a.useFrame((e=>{n||(y=v.current.__r3f.parent,v.current.time=e.clock.getElapsedTime()*t,y&&(C=e.gl.toneMapping,M=y.visible,e.gl.toneMapping=l.NoToneMapping,y.visible=!1,e.gl.setRenderTarget(x),g=e.scene.background,u&&(e.scene.background=u),e.gl.render(e.scene,e.camera),e.scene.background=g,e.gl.setRenderTarget(null),y.visible=M,e.gl.toneMapping=C))})),c.useImperativeHandle(d,(()=>v.current),[]),c.createElement("meshTransmissionMaterial",s.default({args:[c.useMemo((()=>({samples:r})),[r])],ref:v},f,{buffer:n||x.texture,_transmission:e,transmission:0,resolution:[h.width*p.dpr,h.height*p.dpr]}))}));exports.MeshTransmissionMaterial=u;
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+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var n=require("@babel/runtime/helpers/extends"),e=require("three"),t=require("react"),a=require("@react-three/fiber"),o=require("./useFBO.cjs.js");function r(n){return n&&"object"==typeof n&&"default"in n?n:{default:n}}function i(n){if(n&&n.__esModule)return n;var e=Object.create(null);return n&&Object.keys(n).forEach((function(t){if("default"!==t){var a=Object.getOwnPropertyDescriptor(n,t);Object.defineProperty(e,t,a.get?a:{enumerable:!0,get:function(){return n[t]}})}})),e.default=n,Object.freeze(e)}var s=r(n),l=i(e),c=i(t);class m extends l.MeshPhysicalMaterial{constructor(n=6){super(),this.uniforms={chromaticAberration:{value:.05},transmission:{value:0},_transmission:{value:1},transmissionMap:{value:null},roughness:{value:0},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:1/0},attenuationColor:{value:new l.Color("white")},anisotropy:{value:.1},time:{value:0},distortion:{value:0},distortionScale:{value:.5},temporalDistortion:{value:0},buffer:{value:null},resolution:{value:new l.Vector2}},this.onBeforeCompile=e=>{e.uniforms={...e.uniforms,...this.uniforms},e.defines.USE_TRANSMISSION="",e.fragmentShader="\n uniform float chromaticAberration;\n uniform vec2 resolution; \n uniform float anisotropy; \n uniform float time;\n uniform float distortion;\n uniform float distortionScale;\n uniform float temporalDistortion;\n uniform sampler2D buffer;\n\n vec3 random3(vec3 c) {\n float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));\n vec3 r;\n r.z = fract(512.0*j);\n j *= .125;\n r.x = fract(512.0*j);\n j *= .125;\n r.y = fract(512.0*j);\n return r-0.5;\n }\n\n float seed = 0.0;\n uint hash( uint x ) {\n x += ( x << 10u );\n x ^= ( x >> 6u );\n x += ( x << 3u );\n x ^= ( x >> 11u );\n x += ( x << 15u );\n return x;\n }\n\n // Compound versions of the hashing algorithm I whipped together.\n uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }\n uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }\n uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }\n\n // Construct a float with half-open range [0:1] using low 23 bits.\n // All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.\n float floatConstruct( uint m ) {\n const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask\n const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32\n m &= ieeeMantissa; // Keep only mantissa bits (fractional part)\n m |= ieeeOne; // Add fractional part to 1.0\n float f = uintBitsToFloat( m ); // Range [1:2]\n return f - 1.0; // Range [0:1]\n }\n\n // Pseudo-random value in half-open range [0:1].\n float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }\n float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n\n float rand() {\n float result = random(vec3(gl_FragCoord.xy, seed));\n seed += 1.0;\n return result;\n }\n\n const float F3 = 0.3333333;\n const float G3 = 0.1666667;\n\n float snoise(vec3 p) {\n vec3 s = floor(p + dot(p, vec3(F3)));\n vec3 x = p - s + dot(s, vec3(G3));\n vec3 e = step(vec3(0.0), x - x.yzx);\n vec3 i1 = e*(1.0 - e.zxy);\n vec3 i2 = 1.0 - e.zxy*(1.0 - e);\n vec3 x1 = x - i1 + G3;\n vec3 x2 = x - i2 + 2.0*G3;\n vec3 x3 = x - 1.0 + 3.0*G3;\n vec4 w, d;\n w.x = dot(x, x);\n w.y = dot(x1, x1);\n w.z = dot(x2, x2);\n w.w = dot(x3, x3);\n w = max(0.6 - w, 0.0);\n d.x = dot(random3(s), x);\n d.y = dot(random3(s + i1), x1);\n d.z = dot(random3(s + i2), x2);\n d.w = dot(random3(s + 1.0), x3);\n w *= w;\n w *= w;\n d *= w;\n return dot(d, vec4(52.0));\n }\n\n float snoiseFractal(vec3 m) {\n return 0.5333333* snoise(m)\n +0.2666667* snoise(2.0*m)\n +0.1333333* snoise(4.0*m)\n +0.0666667* snoise(8.0*m);\n }\n"+e.fragmentShader,e.fragmentShader=e.fragmentShader.replace("#include <transmission_pars_fragment>","\n #ifdef USE_TRANSMISSION\n // Transmission code is based on glTF-Sampler-Viewer\n // https://github.com/KhronosGroup/glTF-Sample-Viewer\n uniform float _transmission;\n uniform float thickness;\n uniform float attenuationDistance;\n uniform vec3 attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n uniform sampler2D transmissionMap;\n #endif\n #ifdef USE_THICKNESSMAP\n uniform sampler2D thicknessMap;\n #endif\n uniform vec2 transmissionSamplerSize;\n uniform sampler2D transmissionSamplerMap;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrix;\n varying vec3 vWorldPosition;\n vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n // Direction of refracted light.\n vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n // Compute rotation-independant scaling of the model matrix.\n vec3 modelScale;\n modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n // The thickness is specified in local space.\n return normalize( refractionVector ) * thickness * modelScale;\n }\n float applyIorToRoughness( const in float roughness, const in float ior ) {\n // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and\n // an IOR of 1.5 results in the default amount of microfacet refraction.\n return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n }\n vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n return texture2D(buffer, fragCoord.xy);\n }\n vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n if ( isinf( attenuationDistance ) ) {\n // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.\n return radiance;\n } else {\n // Compute light attenuation using Beer's law.\n vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law\n return transmittance * radiance;\n }\n }\n vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n const in vec3 attenuationColor, const in float attenuationDistance ) {\n vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n vec3 refractedRayExit = position + transmissionRay;\n // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.\n vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n refractionCoords += 1.0;\n refractionCoords /= 2.0;\n // Sample framebuffer to get pixel the refracted ray hits.\n vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n // Get the specular component.\n vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n }\n #endif\n"),e.fragmentShader=e.fragmentShader.replace("#include <transmission_fragment>",`\n vec2 uv = gl_FragCoord.xy / resolution.xy; \n // Improve the refraction to use the world pos\n material.transmission = _transmission;\n material.transmissionAlpha = 1.0;\n material.thickness = thickness;\n material.attenuationDistance = attenuationDistance;\n material.attenuationColor = attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n material.transmission *= texture2D( transmissionMap, vUv ).r;\n #endif\n #ifdef USE_THICKNESSMAP\n material.thickness *= texture2D( thicknessMap, vUv ).g;\n #endif\n \n vec3 pos = vWorldPosition;\n vec3 v = normalize( cameraPosition - pos );\n vec3 n = inverseTransformDirection( normal, viewMatrix );\n vec3 transmission = vec3(0.0);\n float transmissionR, transmissionB, transmissionG;\n float randomCoords = rand();\n float thickness_smear = thickness * max(pow(roughness, 0.33), anisotropy);\n vec3 distortionNormal = vec3(0.0);\n vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion;\n if (distortion > 0.0) {\n distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset)));\n }\n for (float i = 0.0; i < ${n}.0; i ++) {\n vec3 sampleNorm = normalize(n + roughness * roughness * 2.0 * normalize(vec3(rand() - 0.5, rand() - 0.5, rand() - 0.5)) * pow(rand(), 0.33) + distortionNormal);\n transmissionR = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).r;\n transmissionG = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${n})) , material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).g;\n transmissionB = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${n})), material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).b;\n transmission.r += transmissionR;\n transmission.g += transmissionG;\n transmission.b += transmissionB;\n }\n transmission /= ${n}.0;\n totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n`)},Object.keys(this.uniforms).forEach((n=>Object.defineProperty(this,n,{get:()=>this.uniforms[n].value,set:e=>this.uniforms[n].value=e})))}}const u=c.forwardRef((({buffer:n,transmission:e=1,samples:t=10,resolution:r,background:i,...u},f)=>{a.extend({MeshTransmissionMaterial:m});const d=c.useRef(null),{size:v,viewport:h}=a.useThree(),p=o.useFBO(r);let x,g,C,M;return a.useFrame((e=>{n||(M=d.current.__r3f.parent,d.current.time=e.clock.getElapsedTime(),M&&(C=e.gl.toneMapping,g=M.visible,e.gl.toneMapping=l.NoToneMapping,M.visible=!1,e.gl.setRenderTarget(p),x=e.scene.background,i&&(e.scene.background=i),e.gl.render(e.scene,e.camera),e.scene.background=x,e.gl.setRenderTarget(null),M.visible=g,e.gl.toneMapping=C))})),c.useImperativeHandle(f,(()=>d.current),[]),c.createElement("meshTransmissionMaterial",s.default({args:[t],ref:d},u,{buffer:n||p.texture,_transmission:e,transmission:0,resolution:[v.width*h.dpr,v.height*h.dpr]}))}));exports.MeshTransmissionMaterial=u;
@@ -1,23 +1,20 @@
1
1
  import * as THREE from 'three';
2
2
  import * as React from 'react';
3
3
  import { ReactThreeFiber } from '@react-three/fiber';
4
- declare type MeshTransmissionMaterialType = Omit<JSX.IntrinsicElements['meshPhysicalMaterial'], 'args'> & {
4
+ declare type MeshTransmissionMaterialType = Omit<JSX.IntrinsicElements['meshPhysicalMaterial'], 'args' | 'roughness' | 'thickness' | 'transmission'> & {
5
5
  transmission?: number;
6
+ thickness?: number;
7
+ roughness?: number;
6
8
  chromaticAberration?: number;
7
9
  anisotropy?: number;
8
10
  distortion?: number;
9
- distortionScale: Uniform<number>;
10
- temporalDistortion: Uniform<number>;
11
+ distortionScale: number;
12
+ temporalDistortion: number;
11
13
  time?: number;
12
14
  resolution?: ReactThreeFiber.Vector2;
13
15
  buffer?: THREE.Texture;
14
- args?: [{
15
- samples: number;
16
- }];
16
+ args?: [samples: number];
17
17
  };
18
- interface Uniform<T> {
19
- value: T;
20
- }
21
18
  declare global {
22
19
  namespace JSX {
23
20
  interface IntrinsicElements {
@@ -26,9 +23,8 @@ declare global {
26
23
  }
27
24
  }
28
25
  export declare const MeshTransmissionMaterial: React.ForwardRefExoticComponent<Pick<Omit<MeshTransmissionMaterialType, "args" | "resolution"> & {
29
- distortionSpeed?: number | undefined;
30
26
  resolution?: number | undefined;
31
27
  samples?: number | undefined;
32
28
  background?: THREE.Texture | undefined;
33
- }, "attach" | "children" | "key" | "onUpdate" | "time" | "background" | "buffer" | keyof THREE.MeshPhysicalMaterial | "anisotropy" | "resolution" | "samples" | "distortion" | "chromaticAberration" | "distortionScale" | "temporalDistortion" | "distortionSpeed"> & React.RefAttributes<unknown>>;
29
+ }, "visible" | "attach" | "children" | "key" | "onUpdate" | "dispose" | "type" | "id" | "uuid" | "name" | "userData" | "toJSON" | "clone" | "copy" | "addEventListener" | "hasEventListener" | "removeEventListener" | "dispatchEvent" | "color" | "blending" | "map" | "time" | "transparent" | "fog" | "alphaTest" | "alphaToCoverage" | "blendDst" | "blendDstAlpha" | "blendEquation" | "blendEquationAlpha" | "blendSrc" | "blendSrcAlpha" | "clipIntersection" | "clippingPlanes" | "clipShadows" | "colorWrite" | "defines" | "depthFunc" | "depthTest" | "depthWrite" | "stencilWrite" | "stencilFunc" | "stencilRef" | "stencilWriteMask" | "stencilFuncMask" | "stencilFail" | "stencilZFail" | "stencilZPass" | "isMaterial" | "needsUpdate" | "opacity" | "polygonOffset" | "polygonOffsetFactor" | "polygonOffsetUnits" | "precision" | "premultipliedAlpha" | "dithering" | "side" | "shadowSide" | "toneMapped" | "vertexColors" | "version" | "onBeforeCompile" | "customProgramCacheKey" | "setValues" | "background" | "buffer" | "alphaMap" | "wireframe" | "wireframeLinewidth" | "clearcoat" | "clearcoatMap" | "clearcoatRoughness" | "clearcoatRoughnessMap" | "clearcoatNormalScale" | "clearcoatNormalMap" | "reflectivity" | "ior" | "sheen" | "sheenColor" | "sheenColorMap" | "sheenRoughness" | "sheenRoughnessMap" | "transmission" | "transmissionMap" | "thickness" | "thicknessMap" | "attenuationDistance" | "attenuationColor" | "specularIntensity" | "specularColor" | "specularIntensityMap" | "specularColorMap" | "roughness" | "metalness" | "lightMap" | "lightMapIntensity" | "aoMap" | "aoMapIntensity" | "emissive" | "emissiveIntensity" | "emissiveMap" | "bumpMap" | "bumpScale" | "normalMap" | "normalMapType" | "normalScale" | "displacementMap" | "displacementScale" | "displacementBias" | "roughnessMap" | "metalnessMap" | "envMap" | "envMapIntensity" | "wireframeLinecap" | "wireframeLinejoin" | "flatShading" | "isMeshStandardMaterial" | "anisotropy" | "resolution" | "samples" | "distortion" | "chromaticAberration" | "distortionScale" | "temporalDistortion"> & React.RefAttributes<unknown>>;
34
30
  export {};
@@ -5,11 +5,8 @@ import { extend, useThree, useFrame } from '@react-three/fiber';
5
5
  import { useFBO } from './useFBO.js';
6
6
 
7
7
  class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
8
- constructor({
9
- samples = 6,
10
- ...args
11
- } = {}) {
12
- super(args);
8
+ constructor(samples = 6) {
9
+ super();
13
10
  this.uniforms = {
14
11
  chromaticAberration: {
15
12
  value: 0.05
@@ -25,8 +22,12 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
25
22
  transmissionMap: {
26
23
  value: null
27
24
  },
25
+ // Roughness is 1 in THREE.MeshPhysicalMaterial but it makes little sense in a transmission material
26
+ roughness: {
27
+ value: 0
28
+ },
28
29
  thickness: {
29
- value: 1
30
+ value: 0
30
31
  },
31
32
  thicknessMap: {
32
33
  value: null
@@ -50,7 +51,7 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
50
51
  value: 0.5
51
52
  },
52
53
  temporalDistortion: {
53
- value: 0.5
54
+ value: 0.0
54
55
  },
55
56
  buffer: {
56
57
  value: null
@@ -77,12 +78,7 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
77
78
  uniform float distortionScale;
78
79
  uniform float temporalDistortion;
79
80
  uniform sampler2D buffer;
80
-
81
- vec3 sat(vec3 rgb, float adjustment) {
82
- const vec3 W = vec3(0.2125, 0.7154, 0.0721);
83
- vec3 intensity = vec3(dot(rgb, W));
84
- return mix(intensity, rgb, adjustment);
85
- }
81
+
86
82
  vec3 random3(vec3 c) {
87
83
  float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
88
84
  vec3 r;
@@ -114,10 +110,8 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
114
110
  float floatConstruct( uint m ) {
115
111
  const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask
116
112
  const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32
117
-
118
113
  m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
119
114
  m |= ieeeOne; // Add fractional part to 1.0
120
-
121
115
  float f = uintBitsToFloat( m ); // Range [1:2]
122
116
  return f - 1.0; // Range [0:1]
123
117
  }
@@ -163,7 +157,7 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
163
157
  }
164
158
 
165
159
  float snoiseFractal(vec3 m) {
166
- return 0.5333333* snoise(m)
160
+ return 0.5333333* snoise(m)
167
161
  +0.2666667* snoise(2.0*m)
168
162
  +0.1333333* snoise(4.0*m)
169
163
  +0.0666667* snoise(8.0*m);
@@ -305,7 +299,6 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
305
299
  const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
306
300
  buffer,
307
301
  transmission = 1,
308
- distortionSpeed = 1,
309
302
  samples = 10,
310
303
  resolution,
311
304
  background,
@@ -327,7 +320,7 @@ const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
327
320
  useFrame(state => {
328
321
  if (!buffer) {
329
322
  parent = ref.current.__r3f.parent;
330
- ref.current.time = state.clock.getElapsedTime() * distortionSpeed;
323
+ ref.current.time = state.clock.getElapsedTime();
331
324
 
332
325
  if (parent) {
333
326
  // Save defaults
@@ -356,15 +349,14 @@ const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
356
349
 
357
350
  React.useImperativeHandle(fref, () => ref.current, []);
358
351
  return /*#__PURE__*/React.createElement("meshTransmissionMaterial", _extends({
359
- args: [React.useMemo(() => ({
360
- samples
361
- }), [samples])],
352
+ // Samples must re-compile the shader so we memoize it
353
+ args: [samples],
362
354
  ref: ref
363
355
  }, props, {
364
356
  buffer: buffer || fbo.texture // @ts-ignore
365
357
  ,
366
358
  _transmission: transmission // In order for this to not incur extra cost "transmission" must be set to 0 and treated as a reserved prop.
367
- // This is because THREE.WebGLRenderer will check for transmission > 0 and executed extra renders.
359
+ // This is because THREE.WebGLRenderer will check for transmission > 0 and execute extra renders.
368
360
  ,
369
361
  transmission: 0,
370
362
  resolution: [size.width * viewport.dpr, size.height * viewport.dpr]