@react-three/drei 9.51.9 → 9.51.10

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package/README.md CHANGED
@@ -1480,30 +1480,24 @@ return (
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  <a href="https://codesandbox.io/s/hmgdjq"><img width="20%" src="https://codesandbox.io/api/v1/sandboxes/hmgdjq/screenshot.png" alt="Demo"/></a>
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  </p>
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- A more convincing transmission shader with RGB shift (based on THREE.MeshPhysicalMaterial). This material can be expensive as it causes an additional render pass of the scene. Low samples and low resolution will make it faster. It will temporarily make the mesh that uses it invisible for that pass, this is better for performance and also improves visuals. If you have other objects that you don't want to see reflected in the material just add them to the parent mesh as children.
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+ An improved THREE.MeshPhysicalMaterial. It acts like a normal PhysicalMaterial in terms of transmission support, thickness, ior, roughness, etc., but has chromatic aberration, noise-based roughness blur, (primitive) anisotropy support, and unlike the original it can "see" other transmissive or transparent objects which leads to improved visuals.
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+
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+ Keep in mind that it can be expensive as it causes an additional render pass of the scene, minus the host mesh which gets removed from the render-stack temporarily. If you have other objects that you don't want to see reflected in the material just add them to the parent mesh as children. Low samples and low resolution will make it faster.
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+
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+ If you use roughness consider using a tiny resolution, for instance 32x32 pixels, it will still look good but perform much faster.
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  ```tsx
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- type MeshTransmissionMaterialProps = {
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- /** Refraction shift, default: 0 */
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- refraction?: number
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- /** White noise roughness, default: 0 */
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- roughness?: number
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- /** RGB color shift, default: 0.3 */
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- rgbShift?: number
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- /** Noise, default: 0.03 */
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- noise?: number
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- /** Color saturation, default: 1 */
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- saturation?: number
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- /** Color contrast, default: 1 */
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- contrast?: number
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- /** Resolution of the local buffer, default: 1024 */
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- resolution?: number
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- /** Refraction samples, default: 10 */
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- samples?: number
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- /** Buffer scene background (can be a texture, a cubetexture or a color), default: null */
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- background?: THREE.Texture
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- /** The scene rendered into a texture (use it to share a texture between materials), default: null */
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- buffer?: THREE.Texture
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+ type MeshTransmissionMaterialProps = JSX.IntrinsicElements['meshPhysicalMaterial'] & {
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+ /* Chromatic aberration, default: 0.03 */
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+ chromaticAberration?: number
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+ /* Anisotropy, default: 0.1 */
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+ anisotropy?: number
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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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  }
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  ```
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@@ -1513,7 +1507,7 @@ return (
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  <MeshTransmissionMaterial />
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  ```
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- If each material rendering the scene on its own is too much expensense you can share the buffer, for instance using drei/PerspectiveCamera.
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+ If each material rendering the scene on its own is too much expensense you can share a buffer texture, for instance using drei/PerspectiveCamera. This would mimic the default THREE.MeshPhysicalMaterial behaviour, the upside is that it's faster if you have multiple materials, the downside is that one transmissive material now can't "see" the other.
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  ```jsx
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  <PerspectiveCamera makeDefault fov={75} position={[10, 0, 15]} resolution={1024}>
@@ -1 +1 @@
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- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("three"),t=require("react"),n=require("@react-three/fiber"),o=require("./useFBO.cjs.js");function a(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function s(e){if(e&&e.__esModule)return e;var r=Object.create(null);return e&&Object.keys(e).forEach((function(t){if("default"!==t){var n=Object.getOwnPropertyDescriptor(e,t);Object.defineProperty(r,t,n.get?n:{enumerable:!0,get:function(){return e[t]}})}})),r.default=e,Object.freeze(r)}var i=a(e),u=s(r),l=s(t);class f extends u.MeshPhysicalMaterial{constructor({samples:e=5,...r}={}){super(r),this.uniforms={refraction:{value:0},rgbShift:{value:.3},noise:{value:.03},saturation:{value:1},contrast:{value:1},buffer:{value:null},resolution:{value:new u.Vector2}},this.onBeforeCompile=r=>{r.uniforms={...r.uniforms,...this.uniforms},r.fragmentShader="uniform float rgbShift;\n uniform vec2 resolution;\n uniform vec3 refractionColor;\n uniform float refraction;\n uniform float noise;\n uniform float saturation;\n uniform float contrast;\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"+r.fragmentShader,r.fragmentShader=r.fragmentShader.replace("#include <transmission_pars_fragment>",""),r.fragmentShader=r.fragmentShader.replace("#include <transmission_fragment>",""),r.fragmentShader=r.fragmentShader.replace("vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;",`vec2 uv = gl_FragCoord.xy / resolution.xy;\n vec2 refractNormal = vNormal.xy * (1.0 - vNormal.z * 0.85);\n vec3 refractCol = vec3(0.0); \n float randomCoords = rand(uv);\n vec2 randomCoords2;\n float roughBlur = roughness * roughness;\n float slide;\n #pragma unroll_loop_start\n for (int i = 0; i < ${e}; i ++) {\n slide = float(UNROLLED_LOOP_INDEX) / float(${e}) * 0.1 + randomCoords * noise;\n randomCoords2 = vec2(rand(uv + randomCoords + 0.1 * float(UNROLLED_LOOP_INDEX)), rand(uv - randomCoords - 0.1 * float(UNROLLED_LOOP_INDEX))) - 0.5;\n randomCoords2 = normalize(randomCoords2) * sqrt(rand(uv + 0.12 * float(UNROLLED_LOOP_INDEX)));\n refractCol.r += texture2D(buffer, uv - refractNormal * (refraction + slide * 1.0) * rgbShift + randomCoords2 * roughBlur).r;\n refractCol.g += texture2D(buffer, uv - refractNormal * (refraction + slide * 2.0) * rgbShift + randomCoords2 * roughBlur).g;\n refractCol.b += texture2D(buffer, uv - refractNormal * (refraction + slide * 3.0) * rgbShift + randomCoords2 * roughBlur).b;\n refractCol = sat(refractCol, saturation);\n }\n #pragma unroll_loop_end\n refractCol /= float(${e});\n vec3 outgoingLight = (refractCol * totalDiffuse * contrast) + totalSpecular + totalEmissiveRadiance;`)},Object.keys(this.uniforms).forEach((e=>Object.defineProperty(this,e,{get:()=>this.uniforms[e].value,set:r=>this.uniforms[e].value=r})))}}const c=l.forwardRef((({buffer:e,samples:r=10,resolution:t=1024,background:a,...s},u)=>{n.extend({MeshTransmissionMaterial:f});const c=l.useRef(null),{size:d,viewport:m}=n.useThree(),g=o.useFBO(t),v=l.useMemo((()=>({samples:r})),[r]);let h,b,p;return n.useFrame((r=>{e||(p=c.current.__r3f.parent,p&&(b=p.visible,p.visible=!1,r.gl.setRenderTarget(g),h=r.scene.background,a&&(r.scene.background=a),r.gl.render(r.scene,r.camera),r.scene.background=h,r.gl.setRenderTarget(null),p.visible=b))})),l.useImperativeHandle(u,(()=>c.current),[]),l.createElement("meshTransmissionMaterial",i.default({args:[v],ref:c,buffer:e||g.texture,resolution:[d.width*m.dpr,d.height*m.dpr]},s))}));exports.MeshTransmissionMaterial=c;
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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"),o=require("@react-three/fiber"),a=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 o=Object.getOwnPropertyDescriptor(n,t);Object.defineProperty(e,t,o.get?o:{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:1},thickness:{value:1},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.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 material.transmissionAlpha = 1.0;\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,distortionSpeed:e=1,samples:t=10,resolution:r,background:i,...l},u)=>{o.extend({MeshTransmissionMaterial:m});const f=c.useRef(null),{size:d,viewport:v}=o.useThree(),h=a.useFBO(r);let p,x,g;return o.useFrame((t=>{n||(g=f.current.__r3f.parent,f.current.time=t.clock.getElapsedTime()*e,g&&(x=g.visible,g.visible=!1,t.gl.setRenderTarget(h),p=t.scene.background,i&&(t.scene.background=i),t.gl.render(t.scene,t.camera),t.scene.background=p,t.gl.setRenderTarget(null),g.visible=x))})),c.useImperativeHandle(u,(()=>f.current),[]),c.createElement("meshTransmissionMaterial",s.default({args:[c.useMemo((()=>({samples:t})),[t])],ref:f,buffer:n||h.texture,resolution:[d.width*v.dpr,d.height*v.dpr]},l))}));exports.MeshTransmissionMaterial=u;
@@ -1,13 +1,13 @@
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  import * as THREE from 'three';
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  import * as React from 'react';
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  import { ReactThreeFiber } from '@react-three/fiber';
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- declare type MeshTransmissionMaterialType = Omit<JSX.IntrinsicElements['meshPhysicalMaterial'], 'args' | 'roughness' | 'transmission' | 'transmissionMap' | 'thickness'> & {
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- refraction?: number;
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- roughness?: number;
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- rgbShift?: number;
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- noise?: number;
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- saturation?: number;
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- contrast?: number;
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+ declare type MeshTransmissionMaterialType = Omit<JSX.IntrinsicElements['meshPhysicalMaterial'], 'args'> & {
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+ chromaticAberration?: number;
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+ anisotropy?: number;
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+ distortion?: number;
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+ distortionScale?: number;
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+ temporalDistortion?: number;
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+ time?: number;
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  resolution?: ReactThreeFiber.Vector2;
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  buffer?: THREE.Texture;
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  args?: [{
@@ -22,8 +22,9 @@ declare global {
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  }
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  }
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  export declare const MeshTransmissionMaterial: React.ForwardRefExoticComponent<Pick<Omit<MeshTransmissionMaterialType, "args" | "resolution"> & {
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+ distortionSpeed?: number | undefined;
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  resolution?: number | undefined;
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  samples?: number | undefined;
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  background?: THREE.Texture | undefined;
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- }, "visible" | "attach" | "children" | "key" | "onUpdate" | "dispose" | "type" | "id" | "uuid" | "name" | "userData" | "toJSON" | "clone" | "copy" | "addEventListener" | "hasEventListener" | "removeEventListener" | "dispatchEvent" | "color" | "blending" | "map" | "transparent" | "saturation" | "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" | "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" | "resolution" | "samples" | "refraction" | "rgbShift" | "noise" | "contrast"> & React.RefAttributes<unknown>>;
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+ }, "attach" | "children" | "key" | "onUpdate" | "time" | "background" | "buffer" | keyof THREE.MeshPhysicalMaterial | "anisotropy" | "resolution" | "samples" | "distortion" | "chromaticAberration" | "distortionScale" | "temporalDistortion" | "distortionSpeed"> & React.RefAttributes<unknown>>;
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  export {};
@@ -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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  },
29
38
  buffer: {
30
39
  value: null
@@ -39,44 +48,232 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
39
48
  ...this.uniforms
40
49
  }; // Head
41
50
 
42
- shader.fragmentShader = `uniform float rgbShift;
43
- uniform vec2 resolution;
44
- uniform vec3 refractionColor;
45
- uniform float refraction;
46
- uniform float noise;
47
- uniform float saturation;
48
- uniform float contrast;
51
+ shader.fragmentShader =
52
+ /*glsl*/
53
+ `
54
+ uniform float chromaticAberration;
55
+ uniform vec2 resolution;
56
+ uniform float anisotropy;
57
+ uniform float time;
58
+ uniform float distortion;
59
+ uniform float distortionScale;
60
+ uniform float temporalDistortion;
49
61
  uniform sampler2D buffer;
50
62
 
51
63
  vec3 sat(vec3 rgb, float adjustment) {
52
64
  const vec3 W = vec3(0.2125, 0.7154, 0.0721);
53
65
  vec3 intensity = vec3(dot(rgb, W));
54
66
  return mix(intensity, rgb, adjustment);
55
- }\n` + shader.fragmentShader; // Remove transmission
56
-
57
- shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_pars_fragment>', '');
58
- shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_fragment>', ''); // Add refraction
59
-
60
- shader.fragmentShader = shader.fragmentShader.replace('vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;', `vec2 uv = gl_FragCoord.xy / resolution.xy;
61
- vec2 refractNormal = vNormal.xy * (1.0 - vNormal.z * 0.85);
62
- vec3 refractCol = vec3(0.0);
63
- float randomCoords = rand(uv);
64
- vec2 randomCoords2;
65
- float roughBlur = roughness * roughness;
66
- float slide;
67
- #pragma unroll_loop_start
68
- for (int i = 0; i < ${samples}; i ++) {
69
- slide = float(UNROLLED_LOOP_INDEX) / float(${samples}) * 0.1 + randomCoords * noise;
70
- randomCoords2 = vec2(rand(uv + randomCoords + 0.1 * float(UNROLLED_LOOP_INDEX)), rand(uv - randomCoords - 0.1 * float(UNROLLED_LOOP_INDEX))) - 0.5;
71
- randomCoords2 = normalize(randomCoords2) * sqrt(rand(uv + 0.12 * float(UNROLLED_LOOP_INDEX)));
72
- refractCol.r += texture2D(buffer, uv - refractNormal * (refraction + slide * 1.0) * rgbShift + randomCoords2 * roughBlur).r;
73
- refractCol.g += texture2D(buffer, uv - refractNormal * (refraction + slide * 2.0) * rgbShift + randomCoords2 * roughBlur).g;
74
- refractCol.b += texture2D(buffer, uv - refractNormal * (refraction + slide * 3.0) * rgbShift + randomCoords2 * roughBlur).b;
75
- refractCol = sat(refractCol, saturation);
67
+ }
68
+ vec3 random3(vec3 c) {
69
+ float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
70
+ vec3 r;
71
+ r.z = fract(512.0*j);
72
+ j *= .125;
73
+ r.x = fract(512.0*j);
74
+ j *= .125;
75
+ r.y = fract(512.0*j);
76
+ return r-0.5;
77
+ }
78
+
79
+ float seed = 0.0;
80
+ uint hash( uint x ) {
81
+ x += ( x << 10u );
82
+ x ^= ( x >> 6u );
83
+ x += ( x << 3u );
84
+ x ^= ( x >> 11u );
85
+ x += ( x << 15u );
86
+ return x;
87
+ }
88
+
89
+ // Compound versions of the hashing algorithm I whipped together.
90
+ uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }
91
+ uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }
92
+ uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }
93
+
94
+ // Construct a float with half-open range [0:1] using low 23 bits.
95
+ // All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.
96
+ float floatConstruct( uint m ) {
97
+ const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask
98
+ const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32
99
+
100
+ m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
101
+ m |= ieeeOne; // Add fractional part to 1.0
102
+
103
+ float f = uintBitsToFloat( m ); // Range [1:2]
104
+ return f - 1.0; // Range [0:1]
105
+ }
106
+
107
+ // Pseudo-random value in half-open range [0:1].
108
+ float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }
109
+ float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
110
+ float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
111
+ float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
112
+
113
+ float rand() {
114
+ float result = random(vec3(gl_FragCoord.xy, seed));
115
+ seed += 1.0;
116
+ return result;
117
+ }
118
+
119
+ const float F3 = 0.3333333;
120
+ const float G3 = 0.1666667;
121
+
122
+ float snoise(vec3 p) {
123
+ vec3 s = floor(p + dot(p, vec3(F3)));
124
+ vec3 x = p - s + dot(s, vec3(G3));
125
+ vec3 e = step(vec3(0.0), x - x.yzx);
126
+ vec3 i1 = e*(1.0 - e.zxy);
127
+ vec3 i2 = 1.0 - e.zxy*(1.0 - e);
128
+ vec3 x1 = x - i1 + G3;
129
+ vec3 x2 = x - i2 + 2.0*G3;
130
+ vec3 x3 = x - 1.0 + 3.0*G3;
131
+ vec4 w, d;
132
+ w.x = dot(x, x);
133
+ w.y = dot(x1, x1);
134
+ w.z = dot(x2, x2);
135
+ w.w = dot(x3, x3);
136
+ w = max(0.6 - w, 0.0);
137
+ d.x = dot(random3(s), x);
138
+ d.y = dot(random3(s + i1), x1);
139
+ d.z = dot(random3(s + i2), x2);
140
+ d.w = dot(random3(s + 1.0), x3);
141
+ w *= w;
142
+ w *= w;
143
+ d *= w;
144
+ return dot(d, vec4(52.0));
145
+ }
146
+
147
+ float snoiseFractal(vec3 m) {
148
+ return 0.5333333* snoise(m)
149
+ +0.2666667* snoise(2.0*m)
150
+ +0.1333333* snoise(4.0*m)
151
+ +0.0666667* snoise(8.0*m);
152
+ }\n` + shader.fragmentShader; // Replace transmission
153
+
154
+ shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_pars_fragment>',
155
+ /*glsl*/
156
+ `
157
+ #ifdef USE_TRANSMISSION
158
+ // Transmission code is based on glTF-Sampler-Viewer
159
+ // https://github.com/KhronosGroup/glTF-Sample-Viewer
160
+ uniform float transmission;
161
+ uniform float thickness;
162
+ uniform float attenuationDistance;
163
+ uniform vec3 attenuationColor;
164
+ #ifdef USE_TRANSMISSIONMAP
165
+ uniform sampler2D transmissionMap;
166
+ #endif
167
+ #ifdef USE_THICKNESSMAP
168
+ uniform sampler2D thicknessMap;
169
+ #endif
170
+ uniform vec2 transmissionSamplerSize;
171
+ uniform sampler2D transmissionSamplerMap;
172
+ uniform mat4 modelMatrix;
173
+ uniform mat4 projectionMatrix;
174
+ varying vec3 vWorldPosition;
175
+ vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {
176
+ // Direction of refracted light.
177
+ vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
178
+ // Compute rotation-independant scaling of the model matrix.
179
+ vec3 modelScale;
180
+ modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
181
+ modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
182
+ modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );
183
+ // The thickness is specified in local space.
184
+ return normalize( refractionVector ) * thickness * modelScale;
185
+ }
186
+ float applyIorToRoughness( const in float roughness, const in float ior ) {
187
+ // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
188
+ // an IOR of 1.5 results in the default amount of microfacet refraction.
189
+ return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );
190
+ }
191
+ vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {
192
+ return texture2D(buffer, fragCoord.xy);
193
+ }
194
+ vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {
195
+ if ( isinf( attenuationDistance ) ) {
196
+ // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
197
+ return radiance;
198
+ } else {
199
+ // Compute light attenuation using Beer's law.
200
+ vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;
201
+ vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law
202
+ return transmittance * radiance;
203
+ }
204
+ }
205
+ vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,
206
+ const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,
207
+ const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,
208
+ const in vec3 attenuationColor, const in float attenuationDistance ) {
209
+ vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
210
+ vec3 refractedRayExit = position + transmissionRay;
211
+ // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
212
+ vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
213
+ vec2 refractionCoords = ndcPos.xy / ndcPos.w;
214
+ refractionCoords += 1.0;
215
+ refractionCoords /= 2.0;
216
+ // Sample framebuffer to get pixel the refracted ray hits.
217
+ vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
218
+ vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );
219
+ // Get the specular component.
220
+ vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
221
+ return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );
222
+ }
223
+ #endif\n`);
224
+ shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_fragment>',
225
+ /*glsl*/
226
+ `
227
+ vec2 uv = gl_FragCoord.xy / resolution.xy;
228
+ // Improve the refraction to use the world pos
229
+ material.transmission = transmission;
230
+ material.transmissionAlpha = 1.0;
231
+ material.thickness = thickness;
232
+ material.attenuationDistance = attenuationDistance;
233
+ material.attenuationColor = attenuationColor;
234
+ #ifdef USE_TRANSMISSIONMAP
235
+ material.transmission *= texture2D( transmissionMap, vUv ).r;
236
+ #endif
237
+ #ifdef USE_THICKNESSMAP
238
+ material.thickness *= texture2D( thicknessMap, vUv ).g;
239
+ #endif
240
+
241
+ vec3 pos = vWorldPosition;
242
+ vec3 v = normalize( cameraPosition - pos );
243
+ vec3 n = inverseTransformDirection( normal, viewMatrix );
244
+ vec3 transmission = vec3(0.0);
245
+ float transmissionR, transmissionB, transmissionG;
246
+ float randomCoords = rand();
247
+ float thickness_smear = thickness * max(pow(roughness, 0.33), anisotropy);
248
+ vec3 distortionNormal = vec3(0.0);
249
+ vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion;
250
+ if (distortion > 0.0) {
251
+ distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset)));
252
+ }
253
+ for (float i = 0.0; i < ${samples}.0; i ++) {
254
+ vec3 sampleNorm = normalize(n + roughness * roughness * 2.0 * normalize(vec3(rand() - 0.5, rand() - 0.5, rand() - 0.5)) * pow(rand(), 0.33) + distortionNormal);
255
+ transmissionR = getIBLVolumeRefraction(
256
+ sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
257
+ pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
258
+ material.attenuationColor, material.attenuationDistance
259
+ ).r;
260
+ transmissionG = getIBLVolumeRefraction(
261
+ sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
262
+ pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${samples})) , material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
263
+ material.attenuationColor, material.attenuationDistance
264
+ ).g;
265
+ transmissionB = getIBLVolumeRefraction(
266
+ sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
267
+ pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${samples})), material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
268
+ material.attenuationColor, material.attenuationDistance
269
+ ).b;
270
+ transmission.r += transmissionR;
271
+ transmission.g += transmissionG;
272
+ transmission.b += transmissionB;
76
273
  }
77
- #pragma unroll_loop_end
78
- refractCol /= float(${samples});
79
- vec3 outgoingLight = (refractCol * totalDiffuse * contrast) + totalSpecular + totalEmissiveRadiance;`);
274
+ transmission /= ${samples}.0;
275
+ material.transmissionAlpha = 1.0;
276
+ totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n`);
80
277
  };
81
278
 
82
279
  Object.keys(this.uniforms).forEach(name => Object.defineProperty(this, name, {
@@ -89,8 +286,9 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
89
286
 
90
287
  const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
91
288
  buffer,
289
+ distortionSpeed = 1,
92
290
  samples = 10,
93
- resolution = 1024,
291
+ resolution,
94
292
  background,
95
293
  ...props
96
294
  }, fref) => {
@@ -103,15 +301,13 @@ const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
103
301
  viewport
104
302
  } = useThree();
105
303
  const fbo = useFBO(resolution);
106
- const config = React.useMemo(() => ({
107
- samples
108
- }), [samples]);
109
304
  let oldBg;
110
305
  let oldVis;
111
306
  let parent;
112
307
  useFrame(state => {
113
308
  if (!buffer) {
114
309
  parent = ref.current.__r3f.parent;
310
+ ref.current.time = state.clock.getElapsedTime() * distortionSpeed;
115
311
 
116
312
  if (parent) {
117
313
  // Hide the outer groups contents
@@ -135,7 +331,9 @@ const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
135
331
 
136
332
  React.useImperativeHandle(fref, () => ref.current, []);
137
333
  return /*#__PURE__*/React.createElement("meshTransmissionMaterial", _extends({
138
- args: [config],
334
+ args: [React.useMemo(() => ({
335
+ samples
336
+ }), [samples])],
139
337
  ref: ref,
140
338
  buffer: buffer || fbo.texture,
141
339
  resolution: [size.width * viewport.dpr, size.height * viewport.dpr]