@react-three/drei 9.51.8 → 9.51.10

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@@ -6,25 +6,34 @@ import { useFBO } from './useFBO.js';
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  class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
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  constructor({
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- samples = 5,
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+ samples = 6,
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  ...args
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  } = {}) {
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  super(args);
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  this.uniforms = {
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- refraction: {
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- value: 0
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+ chromaticAberration: {
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+ value: 0.05
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+ },
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+ transmission: {
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+ value: 1
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+ },
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+ thickness: {
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+ value: 1
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  },
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- rgbShift: {
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- value: 0.3
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+ anisotropy: {
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+ value: 0.1
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  },
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- noise: {
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- value: 0.03
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+ time: {
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+ value: 0
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+ },
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+ distortion: {
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+ value: 0.0
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  },
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- saturation: {
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- value: 1.0
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+ distortionScale: {
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+ value: 0.5
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  },
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- contrast: {
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- value: 1.0
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+ temporalDistortion: {
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+ value: 0.5
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  },
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  buffer: {
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  value: null
@@ -39,44 +48,232 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
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  ...this.uniforms
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  }; // Head
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- shader.fragmentShader = `uniform float rgbShift;
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- uniform vec2 resolution;
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- uniform vec3 refractionColor;
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- uniform float refraction;
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- uniform float noise;
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- uniform float saturation;
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- uniform float contrast;
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+ shader.fragmentShader =
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+ /*glsl*/
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+ `
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+ uniform float chromaticAberration;
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+ uniform vec2 resolution;
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+ uniform float anisotropy;
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+ uniform float time;
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+ uniform float distortion;
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+ uniform float distortionScale;
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+ uniform float temporalDistortion;
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  uniform sampler2D buffer;
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  vec3 sat(vec3 rgb, float adjustment) {
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  const vec3 W = vec3(0.2125, 0.7154, 0.0721);
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  vec3 intensity = vec3(dot(rgb, W));
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  return mix(intensity, rgb, adjustment);
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- }\n` + shader.fragmentShader; // Remove transmission
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-
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- shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_pars_fragment>', '');
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- shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_fragment>', ''); // Add refraction
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-
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- shader.fragmentShader = shader.fragmentShader.replace('vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;', `vec2 uv = gl_FragCoord.xy / resolution.xy;
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- vec2 refractNormal = vNormal.xy * (1.0 - vNormal.z * 0.85);
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- vec3 refractCol = vec3(0.0);
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- float randomCoords = rand(uv);
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- vec2 randomCoords2;
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- float roughBlur = roughness * roughness;
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- float slide;
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- #pragma unroll_loop_start
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- for (int i = 0; i < ${samples}; i ++) {
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- slide = float(UNROLLED_LOOP_INDEX) / float(${samples}) * 0.1 + randomCoords * noise;
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- randomCoords2 = vec2(rand(uv + randomCoords + 0.1 * float(UNROLLED_LOOP_INDEX)), rand(uv - randomCoords - 0.1 * float(UNROLLED_LOOP_INDEX))) - 0.5;
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- randomCoords2 = normalize(randomCoords2) * sqrt(rand(uv + 0.12 * float(UNROLLED_LOOP_INDEX)));
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- refractCol.r += texture2D(buffer, uv - refractNormal * (refraction + slide * 1.0) * rgbShift + randomCoords2 * roughBlur).r;
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- refractCol.g += texture2D(buffer, uv - refractNormal * (refraction + slide * 2.0) * rgbShift + randomCoords2 * roughBlur).g;
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- refractCol.b += texture2D(buffer, uv - refractNormal * (refraction + slide * 3.0) * rgbShift + randomCoords2 * roughBlur).b;
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- refractCol = sat(refractCol, saturation);
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+ }
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+ vec3 random3(vec3 c) {
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+ float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
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+ vec3 r;
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+ r.z = fract(512.0*j);
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+ j *= .125;
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+ r.x = fract(512.0*j);
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+ j *= .125;
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+ r.y = fract(512.0*j);
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+ return r-0.5;
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+ }
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+
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+ float seed = 0.0;
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+ uint hash( uint x ) {
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+ x += ( x << 10u );
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+ x ^= ( x >> 6u );
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+ x += ( x << 3u );
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+ x ^= ( x >> 11u );
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+ x += ( x << 15u );
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+ return x;
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+ }
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+
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+ // Compound versions of the hashing algorithm I whipped together.
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+ uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }
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+ uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }
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+ uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }
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+
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+ // Construct a float with half-open range [0:1] using low 23 bits.
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+ // All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.
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+ float floatConstruct( uint m ) {
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+ const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask
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+ const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32
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+
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+ m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
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+ m |= ieeeOne; // Add fractional part to 1.0
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+
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+ float f = uintBitsToFloat( m ); // Range [1:2]
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+ return f - 1.0; // Range [0:1]
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+ }
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+
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+ // Pseudo-random value in half-open range [0:1].
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+ float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }
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+ float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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+ float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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+ float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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+
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+ float rand() {
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+ float result = random(vec3(gl_FragCoord.xy, seed));
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+ seed += 1.0;
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+ return result;
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+ }
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+
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+ const float F3 = 0.3333333;
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+ const float G3 = 0.1666667;
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+
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+ float snoise(vec3 p) {
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+ vec3 s = floor(p + dot(p, vec3(F3)));
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+ vec3 x = p - s + dot(s, vec3(G3));
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+ vec3 e = step(vec3(0.0), x - x.yzx);
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+ vec3 i1 = e*(1.0 - e.zxy);
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+ vec3 i2 = 1.0 - e.zxy*(1.0 - e);
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+ vec3 x1 = x - i1 + G3;
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+ vec3 x2 = x - i2 + 2.0*G3;
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+ vec3 x3 = x - 1.0 + 3.0*G3;
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+ vec4 w, d;
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+ w.x = dot(x, x);
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+ w.y = dot(x1, x1);
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+ w.z = dot(x2, x2);
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+ w.w = dot(x3, x3);
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+ w = max(0.6 - w, 0.0);
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+ d.x = dot(random3(s), x);
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+ d.y = dot(random3(s + i1), x1);
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+ d.z = dot(random3(s + i2), x2);
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+ d.w = dot(random3(s + 1.0), x3);
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+ w *= w;
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+ w *= w;
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+ d *= w;
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+ return dot(d, vec4(52.0));
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+ }
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+
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+ float snoiseFractal(vec3 m) {
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+ return 0.5333333* snoise(m)
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+ +0.2666667* snoise(2.0*m)
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+ +0.1333333* snoise(4.0*m)
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+ +0.0666667* snoise(8.0*m);
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+ }\n` + shader.fragmentShader; // Replace transmission
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+
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+ shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_pars_fragment>',
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+ /*glsl*/
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+ `
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+ #ifdef USE_TRANSMISSION
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+ // Transmission code is based on glTF-Sampler-Viewer
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+ // https://github.com/KhronosGroup/glTF-Sample-Viewer
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+ uniform float transmission;
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+ uniform float thickness;
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+ uniform float attenuationDistance;
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+ uniform vec3 attenuationColor;
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+ #ifdef USE_TRANSMISSIONMAP
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+ uniform sampler2D transmissionMap;
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+ #endif
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+ #ifdef USE_THICKNESSMAP
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+ uniform sampler2D thicknessMap;
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+ #endif
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+ uniform vec2 transmissionSamplerSize;
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+ uniform sampler2D transmissionSamplerMap;
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+ uniform mat4 modelMatrix;
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+ uniform mat4 projectionMatrix;
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+ varying vec3 vWorldPosition;
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+ vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {
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+ // Direction of refracted light.
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+ vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
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+ // Compute rotation-independant scaling of the model matrix.
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+ vec3 modelScale;
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+ modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
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+ modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
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+ modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );
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+ // The thickness is specified in local space.
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+ return normalize( refractionVector ) * thickness * modelScale;
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+ }
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+ float applyIorToRoughness( const in float roughness, const in float ior ) {
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+ // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
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+ // an IOR of 1.5 results in the default amount of microfacet refraction.
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+ return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );
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+ }
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+ vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {
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+ return texture2D(buffer, fragCoord.xy);
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+ }
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+ vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {
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+ if ( isinf( attenuationDistance ) ) {
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+ // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
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+ return radiance;
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+ } else {
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+ // Compute light attenuation using Beer's law.
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+ vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;
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+ vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law
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+ return transmittance * radiance;
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+ }
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+ }
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+ vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,
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+ const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,
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+ const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,
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+ const in vec3 attenuationColor, const in float attenuationDistance ) {
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+ vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
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+ vec3 refractedRayExit = position + transmissionRay;
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+ // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
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+ vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
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+ vec2 refractionCoords = ndcPos.xy / ndcPos.w;
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+ refractionCoords += 1.0;
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+ refractionCoords /= 2.0;
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+ // Sample framebuffer to get pixel the refracted ray hits.
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+ vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
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+ vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );
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+ // Get the specular component.
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+ vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
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+ return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );
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+ }
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+ #endif\n`);
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+ shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_fragment>',
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+ /*glsl*/
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+ `
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+ vec2 uv = gl_FragCoord.xy / resolution.xy;
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+ // Improve the refraction to use the world pos
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+ material.transmission = transmission;
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+ material.transmissionAlpha = 1.0;
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+ material.thickness = thickness;
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+ material.attenuationDistance = attenuationDistance;
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+ material.attenuationColor = attenuationColor;
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+ #ifdef USE_TRANSMISSIONMAP
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+ material.transmission *= texture2D( transmissionMap, vUv ).r;
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+ #endif
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+ #ifdef USE_THICKNESSMAP
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+ material.thickness *= texture2D( thicknessMap, vUv ).g;
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+ #endif
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+
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+ vec3 pos = vWorldPosition;
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+ vec3 v = normalize( cameraPosition - pos );
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+ vec3 n = inverseTransformDirection( normal, viewMatrix );
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+ vec3 transmission = vec3(0.0);
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+ float transmissionR, transmissionB, transmissionG;
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+ float randomCoords = rand();
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+ float thickness_smear = thickness * max(pow(roughness, 0.33), anisotropy);
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+ vec3 distortionNormal = vec3(0.0);
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+ vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion;
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+ if (distortion > 0.0) {
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+ distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset)));
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+ }
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+ for (float i = 0.0; i < ${samples}.0; i ++) {
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+ vec3 sampleNorm = normalize(n + roughness * roughness * 2.0 * normalize(vec3(rand() - 0.5, rand() - 0.5, rand() - 0.5)) * pow(rand(), 0.33) + distortionNormal);
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+ transmissionR = getIBLVolumeRefraction(
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+ sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
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+ pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
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+ material.attenuationColor, material.attenuationDistance
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+ ).r;
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+ transmissionG = getIBLVolumeRefraction(
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+ sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
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+ pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${samples})) , material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
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+ material.attenuationColor, material.attenuationDistance
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+ ).g;
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+ transmissionB = getIBLVolumeRefraction(
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+ sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
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+ pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${samples})), material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
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+ material.attenuationColor, material.attenuationDistance
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+ ).b;
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+ transmission.r += transmissionR;
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+ transmission.g += transmissionG;
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+ transmission.b += transmissionB;
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  }
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- #pragma unroll_loop_end
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- refractCol /= float(${samples});
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- vec3 outgoingLight = (refractCol * totalDiffuse * contrast) + totalSpecular + totalEmissiveRadiance;`);
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+ transmission /= ${samples}.0;
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+ material.transmissionAlpha = 1.0;
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+ totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n`);
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  };
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  Object.keys(this.uniforms).forEach(name => Object.defineProperty(this, name, {
@@ -89,8 +286,9 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
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  const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
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  buffer,
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+ distortionSpeed = 1,
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  samples = 10,
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- resolution = 1024,
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+ resolution,
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  background,
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  ...props
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  }, fref) => {
@@ -103,15 +301,13 @@ const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
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  viewport
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  } = useThree();
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  const fbo = useFBO(resolution);
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- const config = React.useMemo(() => ({
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- samples
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- }), [samples]);
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  let oldBg;
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  let oldVis;
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  let parent;
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  useFrame(state => {
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  if (!buffer) {
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  parent = ref.current.__r3f.parent;
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+ ref.current.time = state.clock.getElapsedTime() * distortionSpeed;
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  if (parent) {
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  // Hide the outer groups contents
@@ -135,7 +331,9 @@ const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
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  React.useImperativeHandle(fref, () => ref.current, []);
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  return /*#__PURE__*/React.createElement("meshTransmissionMaterial", _extends({
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- args: [config],
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+ args: [React.useMemo(() => ({
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+ samples
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+ }), [samples])],
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  ref: ref,
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  buffer: buffer || fbo.texture,
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  resolution: [size.width * viewport.dpr, size.height * viewport.dpr]