@react-three/drei 9.54.2 → 9.54.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -1555,8 +1555,12 @@ type MeshTransmissionMaterialProps = JSX.IntrinsicElements['meshPhysicalMaterial
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  * using this can't see other transparent or transmissive objects nor do you have control over the
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  * buffer and its resolution, default: false */
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  transmissionSampler?: boolean
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+ /** Render the backside of the material (more cost, better results), default: false */
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+ backside?: boolean
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  /** Resolution of the local buffer, default: undefined (fullscreen) */
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  resolution?: number
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+ /** Resolution of the local buffer for backfaces, default: undefined (fullscreen) */
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+ backsideResolution?: number
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  /** Refraction samples, default: 6 */
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  samples?: number
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  /** Buffer scene background (can be a texture, a cubetexture or a color), default: null */
@@ -3148,12 +3152,12 @@ type CausticsProps = JSX.IntrinsicElements['group'] & {
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  debug?: boolean
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  /** Will display caustics only and skip the models, default: false */
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  causticsOnly: boolean
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- /** Will include back faces and enable the backfaceIor prop, default: false */
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- backfaces: boolean
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+ /** Will include back faces and enable the backsideIOR prop, default: false */
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+ backside: boolean
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  /** The IOR refraction index, default: 1.1 */
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  ior?: number
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- /** The IOR refraction index for back faces (only available when backfaces is enabled), default: 1.1 */
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- backfaceIor?: number
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+ /** The IOR refraction index for back faces (only available when backside is enabled), default: 1.1 */
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+ backsideIOR?: number
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  /** The texel size, default: 0.3125 */
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  worldRadius?: number
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  /** Intensity of the prjected caustics, default: 0.05 */
@@ -3169,10 +3173,10 @@ type CausticsProps = JSX.IntrinsicElements['group'] & {
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  It will create a transparent plane that blends the caustics of the objects it receives into your scene. It will only render once and not take resources any longer!
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- Make sure to use the `debug` flag to help you stage your contents. Like ContactShadows and AccumulativeShadows the plane faces Y up. It is recommended to use [leva](https://github.com/pmndrs/leva) to configue the props above as some can be micro fractional depending on the models (intensity, worldRadius, ior and backfaceIor especially).
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+ Make sure to use the `debug` flag to help you stage your contents. Like ContactShadows and AccumulativeShadows the plane faces Y up. It is recommended to use [leva](https://github.com/pmndrs/leva) to configue the props above as some can be micro fractional depending on the models (intensity, worldRadius, ior and backsideIOR especially).
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  ```jsx
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- <Caustics debug backfaces lightSource={[2.5, 5, -2.5]}>
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+ <Caustics debug backside lightSource={[2.5, 5, -2.5]}>
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  <Bottle />
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  <WineGlass>
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  </Caustics>
@@ -3181,15 +3185,15 @@ Make sure to use the `debug` flag to help you stage your contents. Like ContactS
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  Sometimes you want to combine caustics for even better visuals, or if you want to emulate multiple lightsources. Use the `causticsOnly` flag in such cases and it will use the model inside only for calculations. Since all loaders in Fiber should be cached there is no expense or memory overhead doing this.
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  ```jsx
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- <Caustics backfaces lightSource={[2.5, 5, -2.5]} >
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+ <Caustics backside lightSource={[2.5, 5, -2.5]} >
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  <WineGlass />
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  </Caustics>
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- <Caustics causticsOnly backfaces lightSource={[-2.5, 5, 2.5]} ior={0.79} worldRadius={0.0124}>
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+ <Caustics causticsOnly backside lightSource={[-2.5, 5, 2.5]} ior={0.79} worldRadius={0.0124}>
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  <WineGlass />
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  </Caustics>
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  ```
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- The light source can either be defined by prop or by reference. Use the latter if you want to control the light source, for instance in order to move or animate it. Runtime caustics with frames set to `Infinity`, a low resolution and no backfaces can be feasible.
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+ The light source can either be defined by prop or by reference. Use the latter if you want to control the light source, for instance in order to move or animate it. Runtime caustics with frames set to `Infinity`, a low resolution and no backside can be feasible.
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  ```jsx
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  const lightSource = useRef()
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("three"),n=require("react"),t=require("@react-three/fiber"),o=require("./useFBO.cjs.js"),i=require("./useHelper.cjs.js"),a=require("./shaderMaterial.cjs.js"),l=require("./Edges.cjs.js"),c=require("three-stdlib");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function u(e){if(e&&e.__esModule)return e;var r=Object.create(null);return e&&Object.keys(e).forEach((function(n){if("default"!==n){var t=Object.getOwnPropertyDescriptor(e,n);Object.defineProperty(r,n,t.get?t:{enumerable:!0,get:function(){return e[n]}})}})),r.default=e,Object.freeze(r)}var d=s(e),m=u(r),p=u(n);function v(e=m.FrontSide){const r={value:new m.Matrix4};return Object.assign(new m.MeshNormalMaterial({side:e}),{viewMatrix:r,onBeforeCompile:e=>{e.uniforms.viewMatrix=r,e.fragmentShader="vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n }\n"+e.fragmentShader.replace("#include <normal_fragment_maps>","#include <normal_fragment_maps>\n normal = inverseTransformDirection( normal, viewMatrix );\n")}})}const f=a.shaderMaterial({causticsTexture:null,causticsTextureB:null,color:new m.Color,lightProjMatrix:new m.Matrix4,lightViewMatrix:new m.Matrix4},"varying vec3 vWorldPosition; \n void main() {\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);\n vec4 worldPosition = modelMatrix * vec4(position, 1.);\n vWorldPosition = worldPosition.xyz;\n }","varying vec3 vWorldPosition;\n uniform vec3 color;\n uniform sampler2D causticsTexture; \n uniform sampler2D causticsTextureB; \n uniform mat4 lightProjMatrix;\n uniform mat4 lightViewMatrix;\n void main() {\n // Apply caustics \n vec4 lightSpacePos = lightProjMatrix * lightViewMatrix * vec4(vWorldPosition, 1.0);\n lightSpacePos.xyz /= lightSpacePos.w;\n lightSpacePos.xyz = lightSpacePos.xyz * 0.5 + 0.5; \n vec3 front = texture2D(causticsTexture, lightSpacePos.xy).rgb;\n vec3 back = texture2D(causticsTextureB, lightSpacePos.xy).rgb;\n gl_FragColor = vec4((front + back) * color, 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }"),x=a.shaderMaterial({cameraMatrixWorld:new m.Matrix4,cameraProjectionMatrixInv:new m.Matrix4,normalTexture:null,depthTexture:null,lightDir:new m.Vector3(0,1,0),lightPlaneNormal:new m.Vector3(0,1,0),lightPlaneConstant:0,near:.1,far:100,modelMatrix:new m.Matrix4,worldRadius:1/40,ior:1.1,bounces:0,resolution:1024,size:10,intensity:.5},"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }"," \n uniform mat4 cameraMatrixWorld;\n uniform mat4 cameraProjectionMatrixInv;\n uniform vec3 lightDir;\n uniform vec3 lightPlaneNormal;\n uniform float lightPlaneConstant;\n uniform float near;\n uniform float far;\n uniform float time;\n uniform float worldRadius;\n uniform float resolution;\n uniform float size;\n uniform float intensity;\n uniform float ior;\n precision highp isampler2D;\n precision highp usampler2D;\n uniform sampler2D normalTexture;\n uniform sampler2D depthTexture;\n uniform float bounces;\n varying vec2 vUv;\n vec3 WorldPosFromDepth(float depth, vec2 coord) {\n float z = depth * 2.0 - 1.0;\n vec4 clipSpacePosition = vec4(coord * 2.0 - 1.0, z, 1.0);\n vec4 viewSpacePosition = cameraProjectionMatrixInv * clipSpacePosition;\n // Perspective division\n viewSpacePosition /= viewSpacePosition.w;\n vec4 worldSpacePosition = cameraMatrixWorld * viewSpacePosition;\n return worldSpacePosition.xyz;\n } \n float sdPlane( vec3 p, vec3 n, float h ) {\n // n must be normalized\n return dot(p,n) + h;\n }\n float planeIntersect( vec3 ro, vec3 rd, vec4 p ) {\n return -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);\n }\n vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 pos, vec3 normal, float ior, out vec3 rayOrigin, out vec3 rayDirection) {\n rayOrigin = ro;\n rayDirection = rd;\n rayDirection = refract(rayDirection, normal, 1.0 / ior);\n rayOrigin = pos + rayDirection * 0.1;\n return rayDirection;\n }\n void main() {\n // Each sample consists of random offset in the x and y direction\n float caustic = 0.0;\n float causticTexelSize = (1.0 / resolution) * size * 2.0;\n float texelsNeeded = worldRadius / causticTexelSize;\n float sampleRadius = texelsNeeded / resolution;\n float sum = 0.0;\n if (texture2D(depthTexture, vUv).x == 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n return;\n }\n vec2 offset1 = vec2(-0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset2 = vec2(-0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset3 = vec2(0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset4 = vec2(0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 uv1 = vUv + offset1 * sampleRadius;\n vec2 uv2 = vUv + offset2 * sampleRadius;\n vec2 uv3 = vUv + offset3 * sampleRadius;\n vec2 uv4 = vUv + offset4 * sampleRadius;\n vec3 normal1 = texture2D(normalTexture, uv1, -10.0).rgb * 2.0 - 1.0;\n vec3 normal2 = texture2D(normalTexture, uv2, -10.0).rgb * 2.0 - 1.0;\n vec3 normal3 = texture2D(normalTexture, uv3, -10.0).rgb * 2.0 - 1.0;\n vec3 normal4 = texture2D(normalTexture, uv4, -10.0).rgb * 2.0 - 1.0;\n float depth1 = texture2D(depthTexture, uv1, -10.0).x;\n float depth2 = texture2D(depthTexture, uv2, -10.0).x;\n float depth3 = texture2D(depthTexture, uv3, -10.0).x;\n float depth4 = texture2D(depthTexture, uv4, -10.0).x;\n // Sanity check the depths\n if (depth1 == 1.0 || depth2 == 1.0 || depth3 == 1.0 || depth4 == 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n return;\n }\n vec3 pos1 = WorldPosFromDepth(depth1, uv1);\n vec3 pos2 = WorldPosFromDepth(depth2, uv2);\n vec3 pos3 = WorldPosFromDepth(depth3, uv3);\n vec3 pos4 = WorldPosFromDepth(depth4, uv4);\n vec3 originPos1 = WorldPosFromDepth(0.0, uv1);\n vec3 originPos2 = WorldPosFromDepth(0.0, uv2);\n vec3 originPos3 = WorldPosFromDepth(0.0, uv3);\n vec3 originPos4 = WorldPosFromDepth(0.0, uv4);\n vec3 endPos1, endPos2, endPos3, endPos4;\n vec3 endDir1, endDir2, endDir3, endDir4;\n totalInternalReflection(originPos1, lightDir, pos1, normal1, ior, endPos1, endDir1);\n totalInternalReflection(originPos2, lightDir, pos2, normal2, ior, endPos2, endDir2);\n totalInternalReflection(originPos3, lightDir, pos3, normal3, ior, endPos3, endDir3);\n totalInternalReflection(originPos4, lightDir, pos4, normal4, ior, endPos4, endDir4);\n float lightPosArea = length(cross(originPos2 - originPos1, originPos3 - originPos1)) + length(cross(originPos3 - originPos1, originPos4 - originPos1));\n float t1 = planeIntersect(endPos1, endDir1, vec4(lightPlaneNormal, lightPlaneConstant));\n float t2 = planeIntersect(endPos2, endDir2, vec4(lightPlaneNormal, lightPlaneConstant));\n float t3 = planeIntersect(endPos3, endDir3, vec4(lightPlaneNormal, lightPlaneConstant));\n float t4 = planeIntersect(endPos4, endDir4, vec4(lightPlaneNormal, lightPlaneConstant));\n vec3 finalPos1 = endPos1 + endDir1 * t1;\n vec3 finalPos2 = endPos2 + endDir2 * t2;\n vec3 finalPos3 = endPos3 + endDir3 * t3;\n vec3 finalPos4 = endPos4 + endDir4 * t4;\n float finalArea = length(cross(finalPos2 - finalPos1, finalPos3 - finalPos1)) + length(cross(finalPos3 - finalPos1, finalPos4 - finalPos1));\n caustic += intensity * (lightPosArea / finalArea);\n // Calculate the area of the triangle in light spaces\n gl_FragColor = vec4(vec3(max(caustic, 0.0)), 1.0);\n }"),h={depth:!0,minFilter:m.LinearFilter,magFilter:m.LinearFilter,encoding:m.LinearEncoding,type:m.UnsignedByteType},g={minFilter:m.LinearMipmapLinearFilter,magFilter:m.LinearFilter,encoding:m.LinearEncoding,format:m.RGBAFormat,type:m.FloatType,generateMipmaps:!0},P=p.forwardRef((({debug:e,children:r,frames:n=1,ior:a=1.1,color:s="white",causticsOnly:u=!1,backfaces:P=!1,backfaceIor:y=1.1,worldRadius:M=.3125,intensity:w=.05,resolution:D=2024,lightSource:T=[5,5,5],...F},S)=>{t.extend({CausticsProjectionMaterial:f});const b=p.useRef(null),j=p.useRef(null),z=p.useRef(null),W=p.useRef(null),R=t.useThree((e=>e.gl)),I=i.useHelper(e&&j,m.CameraHelper),C=o.useFBO(D,D,h),O=o.useFBO(D,D,h),V=o.useFBO(D,D,g),B=o.useFBO(D,D,g),[_]=p.useState((()=>v())),[E]=p.useState((()=>v(m.BackSide))),[A]=p.useState((()=>new x)),[N]=p.useState((()=>new c.FullScreenQuad(A)));p.useLayoutEffect((()=>{b.current.updateWorldMatrix(!1,!0)}));let k=0;const q=new m.Vector3,L=new m.Frustum,U=new m.Matrix4,H=new m.Plane,G=new m.Vector3,Q=new m.Vector3,J=new m.Box3,K=new m.Vector3;return t.useFrame(((r,t)=>{if(n===1/0||k++<n){var o,i;Array.isArray(T)?G.fromArray(T).normalize():G.copy(b.current.worldToLocal(T.current.getWorldPosition(q)).normalize()),Q.copy(G).multiplyScalar(-1);let r=[];null==(o=z.current.parent)||o.matrixWorld.identity(),J.setFromObject(z.current,!0),r.push(new m.Vector3(J.min.x,J.min.y,J.min.z)),r.push(new m.Vector3(J.min.x,J.min.y,J.max.z)),r.push(new m.Vector3(J.min.x,J.max.y,J.min.z)),r.push(new m.Vector3(J.min.x,J.max.y,J.max.z)),r.push(new m.Vector3(J.max.x,J.min.y,J.min.z)),r.push(new m.Vector3(J.max.x,J.min.y,J.max.z)),r.push(new m.Vector3(J.max.x,J.max.y,J.min.z)),r.push(new m.Vector3(J.max.x,J.max.y,J.max.z));const n=r.map((e=>e.clone()));J.getCenter(K),r=r.map((e=>e.clone().sub(K)));const t=H.set(Q,0),l=r.map((e=>t.projectPoint(e,new m.Vector3))),c=l.reduce(((e,r)=>e.add(r)),q.set(0,0,0)).divideScalar(l.length),s=l.map((e=>e.distanceTo(c))).reduce(((e,r)=>Math.max(e,r))),d=r.map((e=>e.dot(G))).reduce(((e,r)=>Math.max(e,r)));j.current.position.copy(G.clone().multiplyScalar(d).add(K)),j.current.lookAt(z.current.localToWorld(K.clone()));const p=U.lookAt(j.current.position,K,q.set(0,1,0));j.current.left=-s,j.current.right=s,j.current.top=s,j.current.bottom=-s;const v=q.set(0,s,0).applyMatrix4(p),f=(j.current.position.y+v.y)/G.y;j.current.near=.1,j.current.far=f,j.current.updateProjectionMatrix(),j.current.updateMatrixWorld();const x=n.map((e=>e.add(G.clone().multiplyScalar(-e.y/G.y)))),h=x.reduce(((e,r)=>e.add(r)),q.set(0,0,0)).divideScalar(x.length),g=2*x.map((e=>Math.hypot(e.x-h.x,e.z-h.z))).reduce(((e,r)=>Math.max(e,r)));W.current.scale.setScalar(g),W.current.position.copy(h),e&&(null==(i=I.current)||i.update()),E.viewMatrix.value=_.viewMatrix.value=j.current.matrixWorldInverse;const F=L.setFromProjectionMatrix(U.multiplyMatrices(j.current.projectionMatrix,j.current.matrixWorldInverse)).planes[4];A.cameraMatrixWorld=j.current.matrixWorld,A.cameraProjectionMatrixInv=j.current.projectionMatrixInverse,A.lightDir=Q,A.lightPlaneNormal=F.normal,A.lightPlaneConstant=F.constant,A.near=j.current.near,A.far=j.current.far,A.resolution=D,A.size=s,A.intensity=w,A.worldRadius=M,z.current.visible=!0,R.setRenderTarget(C),R.clear(),z.current.overrideMaterial=_,R.render(z.current,j.current),R.setRenderTarget(O),R.clear(),P&&(z.current.overrideMaterial=E,R.render(z.current,j.current)),z.current.overrideMaterial=null,A.ior=a,W.current.material.lightProjMatrix=j.current.projectionMatrix,W.current.material.lightViewMatrix=j.current.matrixWorldInverse,A.normalTexture=C.texture,A.depthTexture=C.depthTexture,R.setRenderTarget(V),R.clear(),N.render(R),A.ior=y,A.normalTexture=O.texture,A.depthTexture=O.depthTexture,R.setRenderTarget(B),R.clear(),P&&N.render(R),R.setRenderTarget(null),u&&(z.current.visible=!1)}})),p.useImperativeHandle(S,(()=>b.current),[]),p.createElement("group",d.default({ref:b},F),p.createElement("scene",{ref:z},p.createElement("orthographicCamera",{ref:j,up:[0,1,0]}),r),p.createElement("mesh",{renderOrder:2,ref:W,"rotation-x":-Math.PI/2},p.createElement("planeGeometry",null),p.createElement("causticsProjectionMaterial",{transparent:!0,color:s,causticsTexture:V.texture,causticsTextureB:B.texture,blending:m.CustomBlending,blendSrc:m.OneFactor,blendDst:m.SrcAlphaFactor,depthWrite:!1}),e&&p.createElement(l.Edges,null,p.createElement("lineBasicMaterial",{color:"#ffff00",toneMapped:!1}))))}));exports.Caustics=P;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("three"),n=require("react"),t=require("@react-three/fiber"),o=require("./useFBO.cjs.js"),i=require("./useHelper.cjs.js"),a=require("./shaderMaterial.cjs.js"),l=require("./Edges.cjs.js"),c=require("three-stdlib");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function u(e){if(e&&e.__esModule)return e;var r=Object.create(null);return e&&Object.keys(e).forEach((function(n){if("default"!==n){var t=Object.getOwnPropertyDescriptor(e,n);Object.defineProperty(r,n,t.get?t:{enumerable:!0,get:function(){return e[n]}})}})),r.default=e,Object.freeze(r)}var d=s(e),m=u(r),p=u(n);function v(e=m.FrontSide){const r={value:new m.Matrix4};return Object.assign(new m.MeshNormalMaterial({side:e}),{viewMatrix:r,onBeforeCompile:e=>{e.uniforms.viewMatrix=r,e.fragmentShader="vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n }\n"+e.fragmentShader.replace("#include <normal_fragment_maps>","#include <normal_fragment_maps>\n normal = inverseTransformDirection( normal, viewMatrix );\n")}})}const f=a.shaderMaterial({causticsTexture:null,causticsTextureB:null,color:new m.Color,lightProjMatrix:new m.Matrix4,lightViewMatrix:new m.Matrix4},"varying vec3 vWorldPosition; \n void main() {\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);\n vec4 worldPosition = modelMatrix * vec4(position, 1.);\n vWorldPosition = worldPosition.xyz;\n }","varying vec3 vWorldPosition;\n uniform vec3 color;\n uniform sampler2D causticsTexture; \n uniform sampler2D causticsTextureB; \n uniform mat4 lightProjMatrix;\n uniform mat4 lightViewMatrix;\n void main() {\n // Apply caustics \n vec4 lightSpacePos = lightProjMatrix * lightViewMatrix * vec4(vWorldPosition, 1.0);\n lightSpacePos.xyz /= lightSpacePos.w;\n lightSpacePos.xyz = lightSpacePos.xyz * 0.5 + 0.5; \n vec3 front = texture2D(causticsTexture, lightSpacePos.xy).rgb;\n vec3 back = texture2D(causticsTextureB, lightSpacePos.xy).rgb;\n gl_FragColor = vec4((front + back) * color, 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }"),x=a.shaderMaterial({cameraMatrixWorld:new m.Matrix4,cameraProjectionMatrixInv:new m.Matrix4,normalTexture:null,depthTexture:null,lightDir:new m.Vector3(0,1,0),lightPlaneNormal:new m.Vector3(0,1,0),lightPlaneConstant:0,near:.1,far:100,modelMatrix:new m.Matrix4,worldRadius:1/40,ior:1.1,bounces:0,resolution:1024,size:10,intensity:.5},"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }"," \n uniform mat4 cameraMatrixWorld;\n uniform mat4 cameraProjectionMatrixInv;\n uniform vec3 lightDir;\n uniform vec3 lightPlaneNormal;\n uniform float lightPlaneConstant;\n uniform float near;\n uniform float far;\n uniform float time;\n uniform float worldRadius;\n uniform float resolution;\n uniform float size;\n uniform float intensity;\n uniform float ior;\n precision highp isampler2D;\n precision highp usampler2D;\n uniform sampler2D normalTexture;\n uniform sampler2D depthTexture;\n uniform float bounces;\n varying vec2 vUv;\n vec3 WorldPosFromDepth(float depth, vec2 coord) {\n float z = depth * 2.0 - 1.0;\n vec4 clipSpacePosition = vec4(coord * 2.0 - 1.0, z, 1.0);\n vec4 viewSpacePosition = cameraProjectionMatrixInv * clipSpacePosition;\n // Perspective division\n viewSpacePosition /= viewSpacePosition.w;\n vec4 worldSpacePosition = cameraMatrixWorld * viewSpacePosition;\n return worldSpacePosition.xyz;\n } \n float sdPlane( vec3 p, vec3 n, float h ) {\n // n must be normalized\n return dot(p,n) + h;\n }\n float planeIntersect( vec3 ro, vec3 rd, vec4 p ) {\n return -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);\n }\n vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 pos, vec3 normal, float ior, out vec3 rayOrigin, out vec3 rayDirection) {\n rayOrigin = ro;\n rayDirection = rd;\n rayDirection = refract(rayDirection, normal, 1.0 / ior);\n rayOrigin = pos + rayDirection * 0.1;\n return rayDirection;\n }\n void main() {\n // Each sample consists of random offset in the x and y direction\n float caustic = 0.0;\n float causticTexelSize = (1.0 / resolution) * size * 2.0;\n float texelsNeeded = worldRadius / causticTexelSize;\n float sampleRadius = texelsNeeded / resolution;\n float sum = 0.0;\n if (texture2D(depthTexture, vUv).x == 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n return;\n }\n vec2 offset1 = vec2(-0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset2 = vec2(-0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset3 = vec2(0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset4 = vec2(0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 uv1 = vUv + offset1 * sampleRadius;\n vec2 uv2 = vUv + offset2 * sampleRadius;\n vec2 uv3 = vUv + offset3 * sampleRadius;\n vec2 uv4 = vUv + offset4 * sampleRadius;\n vec3 normal1 = texture2D(normalTexture, uv1, -10.0).rgb * 2.0 - 1.0;\n vec3 normal2 = texture2D(normalTexture, uv2, -10.0).rgb * 2.0 - 1.0;\n vec3 normal3 = texture2D(normalTexture, uv3, -10.0).rgb * 2.0 - 1.0;\n vec3 normal4 = texture2D(normalTexture, uv4, -10.0).rgb * 2.0 - 1.0;\n float depth1 = texture2D(depthTexture, uv1, -10.0).x;\n float depth2 = texture2D(depthTexture, uv2, -10.0).x;\n float depth3 = texture2D(depthTexture, uv3, -10.0).x;\n float depth4 = texture2D(depthTexture, uv4, -10.0).x;\n // Sanity check the depths\n if (depth1 == 1.0 || depth2 == 1.0 || depth3 == 1.0 || depth4 == 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n return;\n }\n vec3 pos1 = WorldPosFromDepth(depth1, uv1);\n vec3 pos2 = WorldPosFromDepth(depth2, uv2);\n vec3 pos3 = WorldPosFromDepth(depth3, uv3);\n vec3 pos4 = WorldPosFromDepth(depth4, uv4);\n vec3 originPos1 = WorldPosFromDepth(0.0, uv1);\n vec3 originPos2 = WorldPosFromDepth(0.0, uv2);\n vec3 originPos3 = WorldPosFromDepth(0.0, uv3);\n vec3 originPos4 = WorldPosFromDepth(0.0, uv4);\n vec3 endPos1, endPos2, endPos3, endPos4;\n vec3 endDir1, endDir2, endDir3, endDir4;\n totalInternalReflection(originPos1, lightDir, pos1, normal1, ior, endPos1, endDir1);\n totalInternalReflection(originPos2, lightDir, pos2, normal2, ior, endPos2, endDir2);\n totalInternalReflection(originPos3, lightDir, pos3, normal3, ior, endPos3, endDir3);\n totalInternalReflection(originPos4, lightDir, pos4, normal4, ior, endPos4, endDir4);\n float lightPosArea = length(cross(originPos2 - originPos1, originPos3 - originPos1)) + length(cross(originPos3 - originPos1, originPos4 - originPos1));\n float t1 = planeIntersect(endPos1, endDir1, vec4(lightPlaneNormal, lightPlaneConstant));\n float t2 = planeIntersect(endPos2, endDir2, vec4(lightPlaneNormal, lightPlaneConstant));\n float t3 = planeIntersect(endPos3, endDir3, vec4(lightPlaneNormal, lightPlaneConstant));\n float t4 = planeIntersect(endPos4, endDir4, vec4(lightPlaneNormal, lightPlaneConstant));\n vec3 finalPos1 = endPos1 + endDir1 * t1;\n vec3 finalPos2 = endPos2 + endDir2 * t2;\n vec3 finalPos3 = endPos3 + endDir3 * t3;\n vec3 finalPos4 = endPos4 + endDir4 * t4;\n float finalArea = length(cross(finalPos2 - finalPos1, finalPos3 - finalPos1)) + length(cross(finalPos3 - finalPos1, finalPos4 - finalPos1));\n caustic += intensity * (lightPosArea / finalArea);\n // Calculate the area of the triangle in light spaces\n gl_FragColor = vec4(vec3(max(caustic, 0.0)), 1.0);\n }"),h={depth:!0,minFilter:m.LinearFilter,magFilter:m.LinearFilter,encoding:m.LinearEncoding,type:m.UnsignedByteType},g={minFilter:m.LinearMipmapLinearFilter,magFilter:m.LinearFilter,encoding:m.LinearEncoding,format:m.RGBAFormat,type:m.FloatType,generateMipmaps:!0},P=p.forwardRef((({debug:e,children:r,frames:n=1,ior:a=1.1,color:s="white",causticsOnly:u=!1,backside:P=!1,backsideIOR:y=1.1,worldRadius:M=.3125,intensity:w=.05,resolution:D=2024,lightSource:T=[5,5,5],...F},S)=>{t.extend({CausticsProjectionMaterial:f});const b=p.useRef(null),j=p.useRef(null),z=p.useRef(null),R=p.useRef(null),W=t.useThree((e=>e.gl)),I=i.useHelper(e&&j,m.CameraHelper),O=o.useFBO(D,D,h),C=o.useFBO(D,D,h),V=o.useFBO(D,D,g),B=o.useFBO(D,D,g),[_]=p.useState((()=>v())),[E]=p.useState((()=>v(m.BackSide))),[A]=p.useState((()=>new x)),[N]=p.useState((()=>new c.FullScreenQuad(A)));p.useLayoutEffect((()=>{b.current.updateWorldMatrix(!1,!0)}));let k=0;const q=new m.Vector3,L=new m.Frustum,U=new m.Matrix4,H=new m.Plane,G=new m.Vector3,Q=new m.Vector3,J=new m.Box3,K=new m.Vector3;return t.useFrame(((r,t)=>{if(n===1/0||k++<n){var o,i;Array.isArray(T)?G.fromArray(T).normalize():G.copy(b.current.worldToLocal(T.current.getWorldPosition(q)).normalize()),Q.copy(G).multiplyScalar(-1);let r=[];null==(o=z.current.parent)||o.matrixWorld.identity(),J.setFromObject(z.current,!0),r.push(new m.Vector3(J.min.x,J.min.y,J.min.z)),r.push(new m.Vector3(J.min.x,J.min.y,J.max.z)),r.push(new m.Vector3(J.min.x,J.max.y,J.min.z)),r.push(new m.Vector3(J.min.x,J.max.y,J.max.z)),r.push(new m.Vector3(J.max.x,J.min.y,J.min.z)),r.push(new m.Vector3(J.max.x,J.min.y,J.max.z)),r.push(new m.Vector3(J.max.x,J.max.y,J.min.z)),r.push(new m.Vector3(J.max.x,J.max.y,J.max.z));const n=r.map((e=>e.clone()));J.getCenter(K),r=r.map((e=>e.clone().sub(K)));const t=H.set(Q,0),l=r.map((e=>t.projectPoint(e,new m.Vector3))),c=l.reduce(((e,r)=>e.add(r)),q.set(0,0,0)).divideScalar(l.length),s=l.map((e=>e.distanceTo(c))).reduce(((e,r)=>Math.max(e,r))),d=r.map((e=>e.dot(G))).reduce(((e,r)=>Math.max(e,r)));j.current.position.copy(G.clone().multiplyScalar(d).add(K)),j.current.lookAt(z.current.localToWorld(K.clone()));const p=U.lookAt(j.current.position,K,q.set(0,1,0));j.current.left=-s,j.current.right=s,j.current.top=s,j.current.bottom=-s;const v=q.set(0,s,0).applyMatrix4(p),f=(j.current.position.y+v.y)/G.y;j.current.near=.1,j.current.far=f,j.current.updateProjectionMatrix(),j.current.updateMatrixWorld();const x=n.map((e=>e.add(G.clone().multiplyScalar(-e.y/G.y)))),h=x.reduce(((e,r)=>e.add(r)),q.set(0,0,0)).divideScalar(x.length),g=2*x.map((e=>Math.hypot(e.x-h.x,e.z-h.z))).reduce(((e,r)=>Math.max(e,r)));R.current.scale.setScalar(g),R.current.position.copy(h),e&&(null==(i=I.current)||i.update()),E.viewMatrix.value=_.viewMatrix.value=j.current.matrixWorldInverse;const F=L.setFromProjectionMatrix(U.multiplyMatrices(j.current.projectionMatrix,j.current.matrixWorldInverse)).planes[4];A.cameraMatrixWorld=j.current.matrixWorld,A.cameraProjectionMatrixInv=j.current.projectionMatrixInverse,A.lightDir=Q,A.lightPlaneNormal=F.normal,A.lightPlaneConstant=F.constant,A.near=j.current.near,A.far=j.current.far,A.resolution=D,A.size=s,A.intensity=w,A.worldRadius=M,z.current.visible=!0,W.setRenderTarget(O),W.clear(),z.current.overrideMaterial=_,W.render(z.current,j.current),W.setRenderTarget(C),W.clear(),P&&(z.current.overrideMaterial=E,W.render(z.current,j.current)),z.current.overrideMaterial=null,A.ior=a,R.current.material.lightProjMatrix=j.current.projectionMatrix,R.current.material.lightViewMatrix=j.current.matrixWorldInverse,A.normalTexture=O.texture,A.depthTexture=O.depthTexture,W.setRenderTarget(V),W.clear(),N.render(W),A.ior=y,A.normalTexture=C.texture,A.depthTexture=C.depthTexture,W.setRenderTarget(B),W.clear(),P&&N.render(W),W.setRenderTarget(null),u&&(z.current.visible=!1)}})),p.useImperativeHandle(S,(()=>b.current),[]),p.createElement("group",d.default({ref:b},F),p.createElement("scene",{ref:z},p.createElement("orthographicCamera",{ref:j,up:[0,1,0]}),r),p.createElement("mesh",{renderOrder:2,ref:R,"rotation-x":-Math.PI/2},p.createElement("planeGeometry",null),p.createElement("causticsProjectionMaterial",{transparent:!0,color:s,causticsTexture:V.texture,causticsTextureB:B.texture,blending:m.CustomBlending,blendSrc:m.OneFactor,blendDst:m.SrcAlphaFactor,depthWrite:!1}),e&&p.createElement(l.Edges,null,p.createElement("lineBasicMaterial",{color:"#ffff00",toneMapped:!1}))))}));exports.Caustics=P;
@@ -39,12 +39,12 @@ export declare const Caustics: React.ForwardRefExoticComponent<Pick<Omit<ReactTh
39
39
  frames?: number | undefined;
40
40
  debug?: boolean | undefined;
41
41
  causticsOnly: boolean;
42
- backfaces: boolean;
42
+ backside: boolean;
43
43
  ior?: number | undefined;
44
- backfaceIor?: number | undefined;
44
+ backsideIOR?: number | undefined;
45
45
  worldRadius?: number | undefined;
46
46
  intensity?: number | undefined;
47
47
  color?: ReactThreeFiber.Color | undefined;
48
48
  resolution?: number | undefined;
49
49
  lightSource?: React.MutableRefObject<THREE.Object3D<THREE.Event>> | [x: number, y: number, z: number] | undefined;
50
- }, "visible" | "attach" | "args" | "children" | "key" | "onUpdate" | "position" | "up" | "scale" | "rotation" | "matrix" | "quaternion" | "layers" | "dispose" | "type" | "isGroup" | "id" | "uuid" | "name" | "parent" | "modelViewMatrix" | "normalMatrix" | "matrixWorld" | "matrixAutoUpdate" | "matrixWorldNeedsUpdate" | "castShadow" | "receiveShadow" | "frustumCulled" | "renderOrder" | "animations" | "userData" | "customDepthMaterial" | "customDistanceMaterial" | "isObject3D" | "onBeforeRender" | "onAfterRender" | "applyMatrix4" | "applyQuaternion" | "setRotationFromAxisAngle" | "setRotationFromEuler" | "setRotationFromMatrix" | "setRotationFromQuaternion" | "rotateOnAxis" | "rotateOnWorldAxis" | "rotateX" | "rotateY" | "rotateZ" | "translateOnAxis" | "translateX" | "translateY" | "translateZ" | "localToWorld" | "worldToLocal" | "lookAt" | "add" | "remove" | "removeFromParent" | "clear" | "getObjectById" | "getObjectByName" | "getObjectByProperty" | "getWorldPosition" | "getWorldQuaternion" | "getWorldScale" | "getWorldDirection" | "raycast" | "traverse" | "traverseVisible" | "traverseAncestors" | "updateMatrix" | "updateMatrixWorld" | "updateWorldMatrix" | "toJSON" | "clone" | "copy" | "addEventListener" | "hasEventListener" | "removeEventListener" | "dispatchEvent" | "color" | keyof import("@react-three/fiber/dist/declarations/src/core/events").EventHandlers | "intensity" | "ior" | "resolution" | "debug" | "frames" | "worldRadius" | "causticsOnly" | "backfaces" | "backfaceIor" | "lightSource"> & React.RefAttributes<unknown>>;
50
+ }, "visible" | "attach" | "args" | "children" | "key" | "onUpdate" | "position" | "up" | "scale" | "rotation" | "matrix" | "quaternion" | "layers" | "dispose" | "type" | "isGroup" | "id" | "uuid" | "name" | "parent" | "modelViewMatrix" | "normalMatrix" | "matrixWorld" | "matrixAutoUpdate" | "matrixWorldNeedsUpdate" | "castShadow" | "receiveShadow" | "frustumCulled" | "renderOrder" | "animations" | "userData" | "customDepthMaterial" | "customDistanceMaterial" | "isObject3D" | "onBeforeRender" | "onAfterRender" | "applyMatrix4" | "applyQuaternion" | "setRotationFromAxisAngle" | "setRotationFromEuler" | "setRotationFromMatrix" | "setRotationFromQuaternion" | "rotateOnAxis" | "rotateOnWorldAxis" | "rotateX" | "rotateY" | "rotateZ" | "translateOnAxis" | "translateX" | "translateY" | "translateZ" | "localToWorld" | "worldToLocal" | "lookAt" | "add" | "remove" | "removeFromParent" | "clear" | "getObjectById" | "getObjectByName" | "getObjectByProperty" | "getWorldPosition" | "getWorldQuaternion" | "getWorldScale" | "getWorldDirection" | "raycast" | "traverse" | "traverseVisible" | "traverseAncestors" | "updateMatrix" | "updateMatrixWorld" | "updateWorldMatrix" | "toJSON" | "clone" | "copy" | "addEventListener" | "hasEventListener" | "removeEventListener" | "dispatchEvent" | "color" | keyof import("@react-three/fiber/dist/declarations/src/core/events").EventHandlers | "intensity" | "ior" | "resolution" | "debug" | "frames" | "backside" | "worldRadius" | "causticsOnly" | "backsideIOR" | "lightSource"> & React.RefAttributes<unknown>>;
package/core/Caustics.js CHANGED
@@ -205,8 +205,8 @@ const Caustics = /*#__PURE__*/React.forwardRef(({
205
205
  ior = 1.1,
206
206
  color = 'white',
207
207
  causticsOnly = false,
208
- backfaces = false,
209
- backfaceIor = 1.1,
208
+ backside = false,
209
+ backsideIOR = 1.1,
210
210
  worldRadius = 0.3125,
211
211
  intensity = 0.05,
212
212
  resolution = 2024,
@@ -317,7 +317,7 @@ const Caustics = /*#__PURE__*/React.forwardRef(({
317
317
  gl.setRenderTarget(normalTargetB);
318
318
  gl.clear();
319
319
 
320
- if (backfaces) {
320
+ if (backside) {
321
321
  scene.current.overrideMaterial = normalMatB;
322
322
  gl.render(scene.current, camera.current);
323
323
  } // Remove the override material
@@ -334,12 +334,12 @@ const Caustics = /*#__PURE__*/React.forwardRef(({
334
334
  gl.clear();
335
335
  causticsQuad.render(gl); // Render back face caustics, if enabled
336
336
 
337
- causticsMaterial.ior = backfaceIor;
337
+ causticsMaterial.ior = backsideIOR;
338
338
  causticsMaterial.normalTexture = normalTargetB.texture;
339
339
  causticsMaterial.depthTexture = normalTargetB.depthTexture;
340
340
  gl.setRenderTarget(causticsTargetB);
341
341
  gl.clear();
342
- if (backfaces) causticsQuad.render(gl); // Reset render target
342
+ if (backside) causticsQuad.render(gl); // Reset render target
343
343
 
344
344
  gl.setRenderTarget(null); // Switch the scene off if caustics is all that's wanted
345
345
 
@@ -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"),r=require("../materials/DiscardMaterial.cjs.js");function i(n){return n&&"object"==typeof n&&"default"in n?n:{default:n}}function s(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)}require("./shaderMaterial.cjs.js");var l=i(n),c=s(e),m=s(t);class u extends c.MeshPhysicalMaterial{constructor(n=6,e=!1){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 c.Color("white")},anisotropy:{value:.1},time:{value:0},distortion:{value:0},distortionScale:{value:.5},temporalDistortion:{value:0},buffer:{value:null}},this.onBeforeCompile=t=>{t.uniforms={...t.uniforms,...this.uniforms},e?t.defines.USE_SAMPLER="":t.defines.USE_TRANSMISSION="",t.fragmentShader="\n uniform float chromaticAberration; \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"+t.fragmentShader,t.fragmentShader=t.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 float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior ); \n #ifdef USE_SAMPLER\n #ifdef texture2DLodEXT\n return texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod);\n #else\n return texture2D(transmissionSamplerMap, fragCoord.xy, framebufferLod);\n #endif\n #else\n return texture2D(buffer, fragCoord.xy);\n #endif\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"),t.fragmentShader=t.fragmentShader.replace("#include <transmission_fragment>",` \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 f=m.forwardRef((({buffer:n,transmissionSampler:e=!1,transmission:t=1,samples:i=10,resolution:s,background:f,...d},v)=>{a.extend({MeshTransmissionMaterial:u});const h=m.useRef(null),[p]=m.useState((()=>new r.DiscardMaterial)),x=o.useFBO(s);let g,M,S;return a.useFrame((t=>{h.current.time=t.clock.getElapsedTime(),n||e||(S=h.current.__r3f.parent,S&&(M=t.gl.toneMapping,t.gl.toneMapping=c.NoToneMapping,S.material=p,t.gl.setRenderTarget(x),g=t.scene.background,f&&(t.scene.background=f),t.gl.render(t.scene,t.camera),t.scene.background=g,t.gl.setRenderTarget(null),S.material=h.current,t.gl.toneMapping=M))})),m.useImperativeHandle(v,(()=>h.current),[]),m.createElement("meshTransmissionMaterial",l.default({args:[i,e],ref:h},d,{buffer:n||x.texture,_transmission:t,transmission:e?t:0}))}));exports.MeshTransmissionMaterial=f;
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"),r=require("./useFBO.cjs.js"),o=require("../materials/DiscardMaterial.cjs.js");function i(n){return n&&"object"==typeof n&&"default"in n?n:{default:n}}function s(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)}require("./shaderMaterial.cjs.js");var l=i(n),c=s(e),m=s(t);class u extends c.MeshPhysicalMaterial{constructor(n=6,e=!1){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 c.Color("white")},anisotropy:{value:.1},time:{value:0},distortion:{value:0},distortionScale:{value:.5},temporalDistortion:{value:0},buffer:{value:null}},this.onBeforeCompile=t=>{t.uniforms={...t.uniforms,...this.uniforms},e?t.defines.USE_SAMPLER="":t.defines.USE_TRANSMISSION="",t.fragmentShader="\n uniform float chromaticAberration; \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"+t.fragmentShader,t.fragmentShader=t.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 float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior ); \n #ifdef USE_SAMPLER\n #ifdef texture2DLodEXT\n return texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod);\n #else\n return texture2D(transmissionSamplerMap, fragCoord.xy, framebufferLod);\n #endif\n #else\n return texture2D(buffer, fragCoord.xy);\n #endif\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"),t.fragmentShader=t.fragmentShader.replace("#include <transmission_fragment>",` \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 f=m.forwardRef((({buffer:n,transmissionSampler:e=!1,backside:t=!1,transmission:i=1,thickness:s=0,ior:f=1.5,samples:d=10,resolution:v,backsideResolution:h,background:p,...x},g)=>{a.extend({MeshTransmissionMaterial:u});const M=m.useRef(null),[S]=m.useState((()=>new o.DiscardMaterial)),C=r.useFBO(h||v),y=r.useFBO(v);let b,w,k;return a.useFrame((a=>{M.current.time=a.clock.getElapsedTime(),n||e||(k=M.current.__r3f.parent,k&&(w=a.gl.toneMapping,b=a.scene.background,a.gl.toneMapping=c.NoToneMapping,p&&(a.scene.background=p),k.material=S,t&&(a.gl.setRenderTarget(C),a.gl.render(a.scene,a.camera),k.material=M.current,k.material.buffer=C.texture,k.material.thickness=0,k.material.ior=1,k.material.side=c.BackSide),a.gl.setRenderTarget(y),a.gl.render(a.scene,a.camera),k.material=M.current,k.material.thickness=s,k.material.ior=f,k.material.side=c.FrontSide,k.material.buffer=y.texture,a.scene.background=b,a.gl.setRenderTarget(null),k.material=M.current,a.gl.toneMapping=w))})),m.useImperativeHandle(g,(()=>M.current),[]),m.createElement("meshTransmissionMaterial",l.default({args:[d,e],ref:M},x,{buffer:n||y.texture,_transmission:i,transmission:e?i:0,thickness:s,ior:f}))}));exports.MeshTransmissionMaterial=f;
@@ -22,8 +22,10 @@ declare global {
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22
  }
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  export declare const MeshTransmissionMaterial: React.ForwardRefExoticComponent<Pick<Omit<MeshTransmissionMaterialType, "args"> & {
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24
  transmissionSampler?: boolean | undefined;
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+ backside?: boolean | undefined;
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26
  resolution?: number | undefined;
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+ backsideResolution?: number | undefined;
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  samples?: number | undefined;
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  background?: THREE.Texture | undefined;
28
- }, "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" | "transmissionSampler"> & React.RefAttributes<unknown>>;
30
+ }, "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" | "transmissionSampler" | "backside" | "backsideResolution"> & React.RefAttributes<unknown>>;
29
31
  export {};
@@ -307,9 +307,13 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
307
307
  const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
308
308
  buffer,
309
309
  transmissionSampler = false,
310
+ backside = false,
310
311
  transmission = 1,
312
+ thickness = 0,
313
+ ior = 1.5,
311
314
  samples = 10,
312
315
  resolution,
316
+ backsideResolution,
313
317
  background,
314
318
  ...props
315
319
  }, fref) => {
@@ -318,7 +322,8 @@ const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
318
322
  });
319
323
  const ref = React.useRef(null);
320
324
  const [discardMaterial] = React.useState(() => new DiscardMaterial());
321
- const fbo = useFBO(resolution);
325
+ const fboBack = useFBO(backsideResolution || resolution);
326
+ const fboMain = useFBO(resolution);
322
327
  let oldBg;
323
328
  let oldTone;
324
329
  let parent;
@@ -330,19 +335,35 @@ const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
330
335
 
331
336
  if (parent) {
332
337
  // Save defaults
333
- oldTone = state.gl.toneMapping; // Switch off tonemapping lest it double tone maps
338
+ oldTone = state.gl.toneMapping;
339
+ oldBg = state.scene.background; // Switch off tonemapping lest it double tone maps
340
+ // Save the current background and set the HDR as the new BG
341
+ // Use discardmaterial, the parent will be invisible, but it's shadows will still be cast
334
342
 
335
- state.gl.toneMapping = THREE.NoToneMapping; // Use discardmaterial, the parent will be invisible, but it's shadows will still be cast
343
+ state.gl.toneMapping = THREE.NoToneMapping;
344
+ if (background) state.scene.background = background;
345
+ parent.material = discardMaterial;
336
346
 
337
- parent.material = discardMaterial; // Set render target to the local buffer
347
+ if (backside) {
348
+ // Render into the backside buffer
349
+ state.gl.setRenderTarget(fboBack);
350
+ state.gl.render(state.scene, state.camera); // And now prepare the material for the main render using the backside buffer
338
351
 
339
- state.gl.setRenderTarget(fbo); // Save the current background and set the HDR as the new BG
340
- // This is what creates the reflections
352
+ parent.material = ref.current;
353
+ parent.material.buffer = fboBack.texture;
354
+ parent.material.thickness = 0;
355
+ parent.material.ior = 1.0;
356
+ parent.material.side = THREE.BackSide;
357
+ } // Render into the main buffer
341
358
 
342
- oldBg = state.scene.background;
343
- if (background) state.scene.background = background; // Render into the buffer
344
359
 
345
- state.gl.render(state.scene, state.camera); // Set old state back
360
+ state.gl.setRenderTarget(fboMain);
361
+ state.gl.render(state.scene, state.camera);
362
+ parent.material = ref.current;
363
+ parent.material.thickness = thickness;
364
+ parent.material.ior = ior;
365
+ parent.material.side = THREE.FrontSide;
366
+ parent.material.buffer = fboMain.texture; // Set old state back
346
367
 
347
368
  state.scene.background = oldBg;
348
369
  state.gl.setRenderTarget(null);
@@ -358,13 +379,15 @@ const MeshTransmissionMaterial = /*#__PURE__*/React.forwardRef(({
358
379
  args: [samples, transmissionSampler],
359
380
  ref: ref
360
381
  }, props, {
361
- buffer: buffer || fbo.texture // @ts-ignore
382
+ buffer: buffer || fboMain.texture // @ts-ignore
362
383
  ,
363
384
  _transmission: transmission // In order for this to not incur extra cost "transmission" must be set to 0 and treated as a reserved prop.
364
385
  // This is because THREE.WebGLRenderer will check for transmission > 0 and execute extra renders.
365
386
  // The exception is when transmissionSampler is set, in which case we are using three's built in sampler.
366
387
  ,
367
- transmission: transmissionSampler ? transmission : 0
388
+ transmission: transmissionSampler ? transmission : 0,
389
+ thickness: thickness,
390
+ ior: ior
368
391
  }));
369
392
  });
370
393