@react-three/postprocessing 2.15.0 → 2.15.2

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Files changed (157) hide show
  1. package/dist/EffectComposer.cjs +126 -0
  2. package/dist/EffectComposer.cjs.map +1 -0
  3. package/dist/EffectComposer.js +126 -0
  4. package/dist/EffectComposer.js.map +1 -0
  5. package/dist/Selection.cjs +36 -0
  6. package/dist/Selection.cjs.map +1 -0
  7. package/dist/Selection.js +36 -0
  8. package/dist/Selection.js.map +1 -0
  9. package/dist/effects/ASCII.cjs +105 -0
  10. package/dist/effects/ASCII.cjs.map +1 -0
  11. package/dist/effects/ASCII.js +105 -0
  12. package/dist/effects/ASCII.js.map +1 -0
  13. package/dist/effects/Autofocus.cjs +126 -0
  14. package/dist/effects/Autofocus.cjs.map +1 -0
  15. package/dist/effects/Autofocus.js +109 -0
  16. package/dist/effects/Autofocus.js.map +1 -0
  17. package/dist/effects/Bloom.cjs +9 -0
  18. package/dist/effects/Bloom.cjs.map +1 -0
  19. package/dist/effects/Bloom.js +9 -0
  20. package/dist/effects/Bloom.js.map +1 -0
  21. package/dist/effects/BrightnessContrast.cjs +7 -0
  22. package/dist/effects/BrightnessContrast.cjs.map +1 -0
  23. package/dist/effects/BrightnessContrast.js +7 -0
  24. package/dist/effects/BrightnessContrast.js.map +1 -0
  25. package/dist/effects/ChromaticAberration.cjs +7 -0
  26. package/dist/effects/ChromaticAberration.cjs.map +1 -0
  27. package/dist/effects/ChromaticAberration.js +7 -0
  28. package/dist/effects/ChromaticAberration.js.map +1 -0
  29. package/dist/effects/ColorAverage.cjs +11 -0
  30. package/dist/effects/ColorAverage.cjs.map +1 -0
  31. package/dist/effects/ColorAverage.js +11 -0
  32. package/dist/effects/ColorAverage.js.map +1 -0
  33. package/dist/effects/ColorDepth.cjs +7 -0
  34. package/dist/effects/ColorDepth.cjs.map +1 -0
  35. package/dist/effects/ColorDepth.js +7 -0
  36. package/dist/effects/ColorDepth.js.map +1 -0
  37. package/dist/effects/Depth.cjs +7 -0
  38. package/dist/effects/Depth.cjs.map +1 -0
  39. package/dist/effects/Depth.js +7 -0
  40. package/dist/effects/Depth.js.map +1 -0
  41. package/dist/effects/DepthOfField.cjs +74 -0
  42. package/dist/effects/DepthOfField.cjs.map +1 -0
  43. package/dist/effects/DepthOfField.js +74 -0
  44. package/dist/effects/DepthOfField.js.map +1 -0
  45. package/dist/effects/DotScreen.cjs +7 -0
  46. package/dist/effects/DotScreen.cjs.map +1 -0
  47. package/dist/effects/DotScreen.js +7 -0
  48. package/dist/effects/DotScreen.js.map +1 -0
  49. package/dist/effects/FXAA.cjs +7 -0
  50. package/dist/effects/FXAA.cjs.map +1 -0
  51. package/dist/effects/FXAA.js +7 -0
  52. package/dist/effects/FXAA.js.map +1 -0
  53. package/dist/effects/Glitch.cjs +30 -0
  54. package/dist/effects/Glitch.cjs.map +1 -0
  55. package/dist/effects/Glitch.js +30 -0
  56. package/dist/effects/Glitch.js.map +1 -0
  57. package/dist/effects/GodRays.cjs +15 -0
  58. package/dist/effects/GodRays.cjs.map +1 -0
  59. package/dist/effects/GodRays.js +15 -0
  60. package/dist/effects/GodRays.js.map +1 -0
  61. package/dist/effects/Grid.cjs +18 -0
  62. package/dist/effects/Grid.cjs.map +1 -0
  63. package/dist/effects/Grid.js +18 -0
  64. package/dist/effects/Grid.js.map +1 -0
  65. package/dist/effects/HueSaturation.cjs +7 -0
  66. package/dist/effects/HueSaturation.cjs.map +1 -0
  67. package/dist/effects/HueSaturation.js +7 -0
  68. package/dist/effects/HueSaturation.js.map +1 -0
  69. package/dist/effects/LUT.cjs +20 -0
  70. package/dist/effects/LUT.cjs.map +1 -0
  71. package/dist/effects/LUT.js +20 -0
  72. package/dist/effects/LUT.js.map +1 -0
  73. package/dist/effects/LensFlare.cjs +189 -0
  74. package/dist/effects/LensFlare.cjs.map +1 -0
  75. package/dist/effects/LensFlare.js +172 -0
  76. package/dist/effects/LensFlare.js.map +1 -0
  77. package/dist/effects/N8AO.cjs +59 -0
  78. package/dist/effects/N8AO.cjs.map +1 -0
  79. package/dist/effects/N8AO.js +59 -0
  80. package/dist/effects/N8AO.js.map +1 -0
  81. package/dist/effects/Noise.cjs +7 -0
  82. package/dist/effects/Noise.cjs.map +1 -0
  83. package/dist/effects/Noise.js +7 -0
  84. package/dist/effects/Noise.js.map +1 -0
  85. package/dist/effects/Outline.cjs +93 -0
  86. package/dist/effects/Outline.cjs.map +1 -0
  87. package/dist/effects/Outline.js +93 -0
  88. package/dist/effects/Outline.js.map +1 -0
  89. package/dist/effects/Pixelation.cjs +11 -0
  90. package/dist/effects/Pixelation.cjs.map +1 -0
  91. package/dist/effects/Pixelation.js +11 -0
  92. package/dist/effects/Pixelation.js.map +1 -0
  93. package/dist/effects/SMAA.cjs +7 -0
  94. package/dist/effects/SMAA.cjs.map +1 -0
  95. package/dist/effects/SMAA.js +7 -0
  96. package/dist/effects/SMAA.js.map +1 -0
  97. package/dist/effects/SSAO.cjs +37 -0
  98. package/dist/effects/SSAO.cjs.map +1 -0
  99. package/dist/effects/SSAO.js +37 -0
  100. package/dist/effects/SSAO.js.map +1 -0
  101. package/dist/effects/SSR/index.cjs +33 -0
  102. package/dist/effects/SSR/index.cjs.map +1 -0
  103. package/dist/effects/SSR/index.js +33 -0
  104. package/dist/effects/SSR/index.js.map +1 -0
  105. package/dist/effects/SSR/screen-space-reflections.cjs +1133 -0
  106. package/dist/effects/SSR/screen-space-reflections.cjs.map +1 -0
  107. package/dist/effects/SSR/screen-space-reflections.js +1133 -0
  108. package/dist/effects/SSR/screen-space-reflections.js.map +1 -0
  109. package/dist/effects/ScanlineEffect.cjs +7 -0
  110. package/dist/effects/ScanlineEffect.cjs.map +1 -0
  111. package/dist/effects/ScanlineEffect.js +7 -0
  112. package/dist/effects/ScanlineEffect.js.map +1 -0
  113. package/dist/effects/SelectiveBloom.cjs +87 -0
  114. package/dist/effects/SelectiveBloom.cjs.map +1 -0
  115. package/dist/effects/SelectiveBloom.js +87 -0
  116. package/dist/effects/SelectiveBloom.js.map +1 -0
  117. package/dist/effects/Sepia.cjs +7 -0
  118. package/dist/effects/Sepia.cjs.map +1 -0
  119. package/dist/effects/Sepia.js +7 -0
  120. package/dist/effects/Sepia.js.map +1 -0
  121. package/dist/effects/ShockWave.cjs +7 -0
  122. package/dist/effects/ShockWave.cjs.map +1 -0
  123. package/dist/effects/ShockWave.js +7 -0
  124. package/dist/effects/ShockWave.js.map +1 -0
  125. package/dist/effects/Texture.cjs +18 -0
  126. package/dist/effects/Texture.cjs.map +1 -0
  127. package/dist/effects/Texture.js +18 -0
  128. package/dist/effects/Texture.js.map +1 -0
  129. package/dist/effects/TiltShift.cjs +7 -0
  130. package/dist/effects/TiltShift.cjs.map +1 -0
  131. package/dist/effects/TiltShift.js +7 -0
  132. package/dist/effects/TiltShift.js.map +1 -0
  133. package/dist/effects/TiltShift2.cjs +98 -0
  134. package/dist/effects/TiltShift2.cjs.map +1 -0
  135. package/dist/effects/TiltShift2.js +98 -0
  136. package/dist/effects/TiltShift2.js.map +1 -0
  137. package/dist/effects/ToneMapping.cjs +7 -0
  138. package/dist/effects/ToneMapping.cjs.map +1 -0
  139. package/dist/effects/ToneMapping.js +7 -0
  140. package/dist/effects/ToneMapping.js.map +1 -0
  141. package/dist/effects/Vignette.cjs +7 -0
  142. package/dist/effects/Vignette.cjs.map +1 -0
  143. package/dist/effects/Vignette.js +7 -0
  144. package/dist/effects/Vignette.js.map +1 -0
  145. package/dist/index.cjs +79 -3616
  146. package/dist/index.cjs.map +1 -1
  147. package/dist/index.js +36 -3557
  148. package/dist/index.js.map +1 -1
  149. package/dist/node_modules/n8ao/dist/N8AO.cjs +1439 -0
  150. package/dist/node_modules/n8ao/dist/N8AO.cjs.map +1 -0
  151. package/dist/node_modules/n8ao/dist/N8AO.js +1439 -0
  152. package/dist/node_modules/n8ao/dist/N8AO.js.map +1 -0
  153. package/dist/util.cjs +69 -0
  154. package/dist/util.cjs.map +1 -0
  155. package/dist/util.js +52 -0
  156. package/dist/util.js.map +1 -0
  157. package/package.json +1 -1
@@ -0,0 +1,1133 @@
1
+ import { Effect, Selection, Pass, RenderPass, DepthPass } from "postprocessing";
2
+ import { ShaderChunk, Color, Vector2, WebGLCubeRenderTarget, Uniform, CubeCamera, PMREMGenerator, LinearFilter, Vector3, Texture, WebGLRenderTarget, HalfFloatType, WebGLMultipleRenderTargets, Quaternion, NearestFilter, FramebufferTexture, RGBAFormat, ShaderMaterial, Matrix3, REVISION, TangentSpaceNormalMap, GLSL3, Matrix4, VideoTexture, DataTexture, FloatType } from "three";
3
+ var boxBlur = "#define GLSLIFY 1\nuniform float blur;uniform float blurSharpness;uniform int blurKernel;vec3 denoise(vec3 center,sampler2D tex,vec2 uv,vec2 invTexSize,float blur,float blurSharpness,int blurKernel){vec3 color;float total;vec3 col;float weight;for(int x=-blurKernel;x<=blurKernel;x++){for(int y=-blurKernel;y<=blurKernel;y++){col=textureLod(tex,uv+vec2(x,y)*invTexSize,0.).rgb;weight=1.0-abs(dot(col-center,vec3(0.25)));weight=pow(weight,blurSharpness);color+=col*weight;total+=weight;}}return color/total;}";
4
+ var finalSSRShader = "#define GLSLIFY 1\n#define MODE_DEFAULT 0\n#define MODE_REFLECTIONS 1\n#define MODE_RAW_REFLECTION 2\n#define MODE_BLURRED_REFLECTIONS 3\n#define MODE_INPUT 4\n#define MODE_BLUR_MIX 5\n#define FLOAT_EPSILON 0.00001\nuniform sampler2D inputTexture;uniform sampler2D reflectionsTexture;uniform float samples;\n#include <boxBlur>\nvoid mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){vec4 reflectionsTexel=texture2D(reflectionsTexture,vUv);ivec2 size=textureSize(reflectionsTexture,0);vec2 invTexSize=1./vec2(size.x,size.y);vec3 reflectionClr=reflectionsTexel.xyz;if(blur>FLOAT_EPSILON){vec3 blurredReflectionsColor=denoise(reflectionsTexel.rgb,reflectionsTexture,vUv,invTexSize,blur,blurSharpness,blurKernel);reflectionClr=mix(reflectionClr,blurredReflectionsColor.rgb,blur);}\n#if RENDER_MODE == MODE_DEFAULT\noutputColor=vec4(inputColor.rgb+reflectionClr,1.0);\n#endif\n#if RENDER_MODE == MODE_REFLECTIONS\noutputColor=vec4(reflectionClr,1.0);\n#endif\n#if RENDER_MODE == MODE_RAW_REFLECTION\noutputColor=vec4(reflectionsTexel.xyz,1.0);\n#endif\n#if RENDER_MODE == MODE_BLURRED_REFLECTIONS\noutputColor=vec4(blurredReflectionsTexel.xyz,1.0);\n#endif\n#if RENDER_MODE == MODE_INPUT\noutputColor=vec4(inputColor.xyz,1.0);\n#endif\n#if RENDER_MODE == MODE_BLUR_MIX\noutputColor=vec4(vec3(blur),1.0);\n#endif\n}";
5
+ var helperFunctions = "#define GLSLIFY 1\nvec3 getViewPosition(const float depth){float clipW=_projectionMatrix[2][3]*depth+_projectionMatrix[3][3];vec4 clipPosition=vec4((vec3(vUv,depth)-0.5)*2.0,1.0);clipPosition*=clipW;return(_inverseProjectionMatrix*clipPosition).xyz;}float getViewZ(const in float depth){\n#ifdef PERSPECTIVE_CAMERA\nreturn perspectiveDepthToViewZ(depth,cameraNear,cameraFar);\n#else\nreturn orthographicDepthToViewZ(depth,cameraNear,cameraFar);\n#endif\n}vec3 screenSpaceToWorldSpace(const vec2 uv,const float depth){vec4 ndc=vec4((uv.x-0.5)*2.0,(uv.y-0.5)*2.0,(depth-0.5)*2.0,1.0);vec4 clip=_inverseProjectionMatrix*ndc;vec4 view=cameraMatrixWorld*(clip/clip.w);return view.xyz;}\n#define Scale (vec3(0.8, 0.8, 0.8))\n#define K (19.19)\nvec3 hash(vec3 a){a=fract(a*Scale);a+=dot(a,a.yxz+K);return fract((a.xxy+a.yxx)*a.zyx);}float fresnel_dielectric_cos(float cosi,float eta){float c=abs(cosi);float g=eta*eta-1.0+c*c;float result;if(g>0.0){g=sqrt(g);float A=(g-c)/(g+c);float B=(c*(g+c)-1.0)/(c*(g-c)+1.0);result=0.5*A*A*(1.0+B*B);}else{result=1.0;}return result;}float fresnel_dielectric(vec3 Incoming,vec3 Normal,float eta){float cosine=dot(Incoming,Normal);return min(1.0,5.0*fresnel_dielectric_cos(cosine,eta));}";
6
+ var trCompose = "#define GLSLIFY 1\n#define INV_EULER 0.36787944117144233\nalpha=velocityDisocclusion<FLOAT_EPSILON ?(alpha+0.0075): 0.0;alpha=clamp(alpha,0.0,1.0);bool needsBlur=!didReproject||velocityDisocclusion>0.5;\n#ifdef boxBlur\nif(needsBlur)inputColor=boxBlurredColor;\n#endif\nif(alpha==1.0){outputColor=accumulatedColor;}else{float m=mix(alpha,1.0,blend);if(needsBlur)m=0.0;outputColor=accumulatedColor*m+inputColor*(1.0-m);}";
7
+ class MRTMaterial extends ShaderMaterial {
8
+ constructor() {
9
+ super({
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+ type: "MRTMaterial",
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+ defines: {
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+ USE_UV: "",
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+ TEMPORAL_RESOLVE: ""
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+ },
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+ uniforms: {
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+ opacity: new Uniform(1),
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+ normalMap: new Uniform(null),
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+ normalScale: new Uniform(new Vector2(1, 1)),
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+ uvTransform: new Uniform(new Matrix3()),
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+ roughness: new Uniform(1),
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+ roughnessMap: new Uniform(null)
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+ },
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+ vertexShader: (
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+ /* glsl */
25
+ `
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+ #ifdef USE_MRT
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+ varying vec2 vHighPrecisionZW;
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+ #endif
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+ #define NORMAL
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+ #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )
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+ varying vec3 vViewPosition;
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+ #endif
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+ #include <common>
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+ #include <uv_pars_vertex>
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+ #include <displacementmap_pars_vertex>
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+ #include <normal_pars_vertex>
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+ #include <morphtarget_pars_vertex>
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+ #include <skinning_pars_vertex>
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+ #include <logdepthbuf_pars_vertex>
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+ #include <clipping_planes_pars_vertex>
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+ #ifdef USE_UV
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+ ${REVISION.replace(/\D+/g, "") >= 151 ? "uniform mat3 uvTransform;" : ""}
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+ #endif
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+ void main() {
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+ #include <uv_vertex>
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+ #include <beginnormal_vertex>
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+ #include <morphnormal_vertex>
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+ #include <skinbase_vertex>
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+ #include <skinnormal_vertex>
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+ #include <defaultnormal_vertex>
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+ #include <normal_vertex>
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+ #include <begin_vertex>
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+ #include <morphtarget_vertex>
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+ #include <skinning_vertex>
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+ #include <displacementmap_vertex>
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+ #include <project_vertex>
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+ #include <logdepthbuf_vertex>
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+ #include <clipping_planes_vertex>
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+ #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )
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+ vViewPosition = - mvPosition.xyz;
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+ #endif
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+ #ifdef USE_MRT
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+ vHighPrecisionZW = gl_Position.zw;
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+ #endif
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+ #ifdef USE_UV
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+ vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
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+ #endif
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+ }
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+ `
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+ ),
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+ fragmentShader: (
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+ /* glsl */
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+ `
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+ #define NORMAL
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+ #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )
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+ varying vec3 vViewPosition;
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+ #endif
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+ #include <packing>
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+ #include <uv_pars_fragment>
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+ #include <normal_pars_fragment>
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+ #include <bumpmap_pars_fragment>
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+ #include <normalmap_pars_fragment>
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+ #include <logdepthbuf_pars_fragment>
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+ #include <clipping_planes_pars_fragment>
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+ #include <roughnessmap_pars_fragment>
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+
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+ #ifdef USE_MRT
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+ layout(location = 0) out vec4 gNormal;
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+ layout(location = 1) out vec4 gDepth;
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+
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+ varying vec2 vHighPrecisionZW;
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+ #endif
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+ uniform float roughness;
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+ void main() {
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+ #include <clipping_planes_fragment>
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+ #include <logdepthbuf_fragment>
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+ #include <normal_fragment_begin>
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+ #include <normal_fragment_maps>
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+
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+ float roughnessFactor = roughness;
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+
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+ if(roughness > 10.0e9){
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+ roughnessFactor = 1.;
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+ }else{
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+ #ifdef useRoughnessMap
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+ vec4 texelRoughness = texture2D( roughnessMap, vUv );
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+ // reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
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+ roughnessFactor *= texelRoughness.g;
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+ #endif
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+ }
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+
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+ vec3 normalColor = packNormalToRGB( normal );
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+ #ifdef USE_MRT
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+ float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
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+ vec4 depthColor = packDepthToRGBA( fragCoordZ );
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+ gNormal = vec4( normalColor, roughnessFactor );
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+ gDepth = depthColor;
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+ #else
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+ gl_FragColor = vec4(normalColor, roughnessFactor);
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+ #endif
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+ }
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+ `
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+ ),
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+ toneMapped: false
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+ });
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+ this.normalMapType = TangentSpaceNormalMap;
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+ this.normalScale = new Vector2(1, 1);
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+ Object.defineProperty(this, "glslVersion", {
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+ get() {
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+ return "USE_MRT" in this.defines ? GLSL3 : null;
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+ },
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+ set(_) {
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+ }
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+ });
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+ }
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+ }
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+ var vertexShader$1 = "#define GLSLIFY 1\nvarying vec2 vUv;void main(){vUv=position.xy*0.5+0.5;gl_Position=vec4(position.xy,1.0,1.0);}";
138
+ var fragmentShader = "#define GLSLIFY 1\nvarying vec2 vUv;uniform sampler2D inputTexture;uniform sampler2D accumulatedTexture;uniform sampler2D normalTexture;uniform sampler2D depthTexture;uniform sampler2D envMap;uniform mat4 _projectionMatrix;uniform mat4 _inverseProjectionMatrix;uniform mat4 cameraMatrixWorld;uniform float cameraNear;uniform float cameraFar;uniform float rayDistance;uniform float intensity;uniform float maxDepthDifference;uniform float roughnessFade;uniform float maxRoughness;uniform float fade;uniform float thickness;uniform float ior;uniform float samples;uniform float jitter;uniform float jitterRoughness;\n#define INVALID_RAY_COORDS vec2(-1.0);\n#define EARLY_OUT_COLOR vec4(0.0, 0.0, 0.0, 1.0)\n#define FLOAT_EPSILON 0.00001\nfloat nearMinusFar;float nearMulFar;float farMinusNear;\n#include <packing>\n#include <helperFunctions>\nvec2 RayMarch(vec3 dir,inout vec3 hitPos,inout float rayHitDepthDifference);vec2 BinarySearch(in vec3 dir,inout vec3 hitPos,inout float rayHitDepthDifference);float fastGetViewZ(const in float depth);vec3 getIBLRadiance(const in vec3 viewDir,const in vec3 normal,const in float roughness);void main(){vec4 depthTexel=textureLod(depthTexture,vUv,0.0);if(dot(depthTexel.rgb,depthTexel.rgb)<FLOAT_EPSILON){gl_FragColor=EARLY_OUT_COLOR;return;}float unpackedDepth=unpackRGBAToDepth(depthTexel);vec4 normalTexel=textureLod(normalTexture,vUv,0.0);float roughness=normalTexel.a;float specular=1.0-roughness;nearMinusFar=cameraNear-cameraFar;nearMulFar=cameraNear*cameraFar;farMinusNear=cameraFar-cameraNear;normalTexel.rgb=unpackRGBToNormal(normalTexel.rgb);float depth=fastGetViewZ(unpackedDepth);vec3 viewPos=getViewPosition(depth);vec3 viewDir=normalize(viewPos);vec3 viewNormal=normalTexel.xyz;vec3 worldPos=screenSpaceToWorldSpace(vUv,unpackedDepth);vec3 jitt=vec3(0.0);if(jitterRoughness!=0.0||jitter!=0.0){vec3 randomJitter=hash(50.0*samples*worldPos)-0.5;float spread=((2.0-specular)+roughness*jitterRoughness);float jitterMix=jitter*0.25+jitterRoughness*roughness;if(jitterMix>1.0)jitterMix=1.0;jitt=mix(vec3(0.0),randomJitter*spread,jitterMix);}viewNormal+=jitt;float fresnelFactor=fresnel_dielectric(viewDir,viewNormal,ior);vec3 iblRadiance=getIBLRadiance(-viewDir,viewNormal,0.)*fresnelFactor;float lastFrameAlpha=textureLod(accumulatedTexture,vUv,0.0).a;if(roughness>maxRoughness||(roughness>1.0-FLOAT_EPSILON&&roughnessFade>1.0-FLOAT_EPSILON)){gl_FragColor=vec4(iblRadiance,lastFrameAlpha);return;}vec3 reflected=reflect(viewDir,viewNormal);vec3 rayDir=reflected*-viewPos.z;vec3 hitPos=viewPos;float rayHitDepthDifference;vec2 coords=RayMarch(rayDir,hitPos,rayHitDepthDifference);if(coords.x==-1.0){gl_FragColor=vec4(iblRadiance,lastFrameAlpha);return;}vec4 SSRTexel=textureLod(inputTexture,coords.xy,0.0);vec4 SSRTexelReflected=textureLod(accumulatedTexture,coords.xy,0.0);vec3 SSR=SSRTexel.rgb+SSRTexelReflected.rgb;float roughnessFactor=mix(specular,1.0,max(0.0,1.0-roughnessFade));vec2 coordsNDC=(coords.xy*2.0-1.0);float screenFade=0.1;float maxDimension=min(1.0,max(abs(coordsNDC.x),abs(coordsNDC.y)));float reflectionIntensity=1.0-(max(0.0,maxDimension-screenFade)/(1.0-screenFade));reflectionIntensity=max(0.,reflectionIntensity);vec3 finalSSR=mix(iblRadiance,SSR,reflectionIntensity)*roughnessFactor;if(fade!=0.0){vec3 hitWorldPos=screenSpaceToWorldSpace(coords,rayHitDepthDifference);float reflectionDistance=distance(hitWorldPos,worldPos)+1.0;float opacity=1.0/(reflectionDistance*fade*0.1);if(opacity>1.0)opacity=1.0;finalSSR*=opacity;}finalSSR*=fresnelFactor*intensity;finalSSR=min(vec3(1.0),finalSSR);float alpha=hitPos.z==1.0 ? 1.0 : SSRTexelReflected.a;alpha=min(lastFrameAlpha,alpha);gl_FragColor=vec4(finalSSR,alpha);}vec2 RayMarch(vec3 dir,inout vec3 hitPos,inout float rayHitDepthDifference){dir=normalize(dir);dir*=rayDistance/float(steps);float depth;vec4 projectedCoord;vec4 lastProjectedCoord;float unpackedDepth;vec4 depthTexel;for(int i=0;i<steps;i++){hitPos+=dir;projectedCoord=_projectionMatrix*vec4(hitPos,1.0);projectedCoord.xy/=projectedCoord.w;projectedCoord.xy=projectedCoord.xy*0.5+0.5;\n#ifndef missedRays\nif(projectedCoord.x<0.0||projectedCoord.x>1.0||projectedCoord.y<0.0||projectedCoord.y>1.0){return INVALID_RAY_COORDS;}\n#endif\ndepthTexel=textureLod(depthTexture,projectedCoord.xy,0.0);unpackedDepth=unpackRGBAToDepth(depthTexel);depth=fastGetViewZ(unpackedDepth);rayHitDepthDifference=depth-hitPos.z;if(rayHitDepthDifference>=0.0&&rayHitDepthDifference<thickness){\n#if refineSteps == 0\nif(dot(depthTexel.rgb,depthTexel.rgb)<FLOAT_EPSILON)return INVALID_RAY_COORDS;\n#else\nreturn BinarySearch(dir,hitPos,rayHitDepthDifference);\n#endif\n}\n#ifndef missedRays\nif(hitPos.z>0.0){return INVALID_RAY_COORDS;}\n#endif\nlastProjectedCoord=projectedCoord;}hitPos.z=1.0;\n#ifndef missedRays\nreturn INVALID_RAY_COORDS;\n#endif\nrayHitDepthDifference=unpackedDepth;return projectedCoord.xy;}vec2 BinarySearch(in vec3 dir,inout vec3 hitPos,inout float rayHitDepthDifference){float depth;vec4 projectedCoord;vec2 lastMinProjectedCoordXY;float unpackedDepth;vec4 depthTexel;for(int i=0;i<refineSteps;i++){projectedCoord=_projectionMatrix*vec4(hitPos,1.0);projectedCoord.xy/=projectedCoord.w;projectedCoord.xy=projectedCoord.xy*0.5+0.5;depthTexel=textureLod(depthTexture,projectedCoord.xy,0.0);unpackedDepth=unpackRGBAToDepth(depthTexel);depth=fastGetViewZ(unpackedDepth);rayHitDepthDifference=depth-hitPos.z;dir*=0.5;if(rayHitDepthDifference>0.0){hitPos-=dir;}else{hitPos+=dir;}}if(dot(depthTexel.rgb,depthTexel.rgb)<FLOAT_EPSILON)return INVALID_RAY_COORDS;if(abs(rayHitDepthDifference)>maxDepthDifference)return INVALID_RAY_COORDS;projectedCoord=_projectionMatrix*vec4(hitPos,1.0);projectedCoord.xy/=projectedCoord.w;projectedCoord.xy=projectedCoord.xy*0.5+0.5;rayHitDepthDifference=unpackedDepth;return projectedCoord.xy;}float fastGetViewZ(const in float depth){\n#ifdef PERSPECTIVE_CAMERA\nreturn nearMulFar/(farMinusNear*depth-cameraFar);\n#else\nreturn depth*nearMinusFar-cameraNear;\n#endif\n}\n#include <common>\n#include <cube_uv_reflection_fragment>\nvec3 getIBLRadiance(const in vec3 viewDir,const in vec3 normal,const in float roughness){\n#if defined(ENVMAP_TYPE_CUBE_UV)\nvec3 reflectVec=reflect(-viewDir,normal);reflectVec=normalize(mix(reflectVec,normal,roughness*roughness));reflectVec=inverseTransformDirection(reflectVec,viewMatrix);vec4 envMapColor=textureCubeUV(envMap,reflectVec,roughness);return envMapColor.rgb*intensity;\n#else\nreturn vec3(0.0);\n#endif\n}";
139
+ class ReflectionsMaterial extends ShaderMaterial {
140
+ constructor() {
141
+ super({
142
+ type: "ReflectionsMaterial",
143
+ uniforms: {
144
+ inputTexture: new Uniform(null),
145
+ accumulatedTexture: new Uniform(null),
146
+ normalTexture: new Uniform(null),
147
+ depthTexture: new Uniform(null),
148
+ _projectionMatrix: new Uniform(new Matrix4()),
149
+ _inverseProjectionMatrix: new Uniform(new Matrix4()),
150
+ cameraMatrixWorld: new Uniform(new Matrix4()),
151
+ cameraNear: new Uniform(0),
152
+ cameraFar: new Uniform(0),
153
+ rayDistance: new Uniform(0),
154
+ intensity: new Uniform(0),
155
+ roughnessFade: new Uniform(0),
156
+ fade: new Uniform(0),
157
+ thickness: new Uniform(0),
158
+ ior: new Uniform(0),
159
+ maxDepthDifference: new Uniform(0),
160
+ jitter: new Uniform(0),
161
+ jitterRoughness: new Uniform(0),
162
+ maxRoughness: new Uniform(0),
163
+ samples: new Uniform(0),
164
+ envMap: new Uniform(null),
165
+ envMapPosition: new Uniform(new Vector3()),
166
+ envMapSize: new Uniform(new Vector3()),
167
+ viewMatrix: new Uniform(new Matrix4())
168
+ },
169
+ defines: {
170
+ steps: 20,
171
+ refineSteps: 5,
172
+ CUBEUV_TEXEL_WIDTH: 0,
173
+ CUBEUV_TEXEL_HEIGHT: 0,
174
+ CUBEUV_MAX_MIP: 0,
175
+ vWorldPosition: "worldPos"
176
+ },
177
+ fragmentShader: fragmentShader.replace("#include <helperFunctions>", helperFunctions),
178
+ vertexShader: vertexShader$1,
179
+ toneMapped: false,
180
+ depthWrite: false,
181
+ depthTest: false
182
+ });
183
+ }
184
+ }
185
+ const getVisibleChildren = (object) => {
186
+ const queue = [object];
187
+ const objects = [];
188
+ while (queue.length !== 0) {
189
+ const mesh = queue.shift();
190
+ if (mesh.material)
191
+ objects.push(mesh);
192
+ for (const c of mesh.children) {
193
+ if (c.visible)
194
+ queue.push(c);
195
+ }
196
+ }
197
+ return objects;
198
+ };
199
+ const generateCubeUVSize = (parameters) => {
200
+ const imageHeight = parameters.envMapCubeUVHeight;
201
+ if (imageHeight === null)
202
+ return null;
203
+ const maxMip = Math.log2(imageHeight) - 2;
204
+ const texelHeight = 1 / imageHeight;
205
+ const texelWidth = 1 / (3 * Math.max(Math.pow(2, maxMip), 7 * 16));
206
+ return {
207
+ texelWidth,
208
+ texelHeight,
209
+ maxMip
210
+ };
211
+ };
212
+ const setupEnvMap = (reflectionsMaterial, envMap, envMapCubeUVHeight) => {
213
+ reflectionsMaterial.uniforms.envMap.value = envMap;
214
+ const envMapCubeUVSize = generateCubeUVSize({
215
+ envMapCubeUVHeight
216
+ });
217
+ reflectionsMaterial.defines.ENVMAP_TYPE_CUBE_UV = "";
218
+ reflectionsMaterial.defines.CUBEUV_TEXEL_WIDTH = envMapCubeUVSize.texelWidth;
219
+ reflectionsMaterial.defines.CUBEUV_TEXEL_HEIGHT = envMapCubeUVSize.texelHeight;
220
+ reflectionsMaterial.defines.CUBEUV_MAX_MIP = envMapCubeUVSize.maxMip + ".0";
221
+ reflectionsMaterial.needsUpdate = true;
222
+ };
223
+ const isWebGL2Available = () => {
224
+ try {
225
+ const canvas = document.createElement("canvas");
226
+ return !!(window.WebGL2RenderingContext && canvas.getContext("webgl2"));
227
+ } catch (e) {
228
+ return false;
229
+ }
230
+ };
231
+ class ReflectionsPass extends Pass {
232
+ constructor(ssrEffect, options = {}) {
233
+ super("ReflectionsPass");
234
+ this.ssrEffect = void 0;
235
+ this.cachedMaterials = /* @__PURE__ */ new WeakMap();
236
+ this.USE_MRT = false;
237
+ this.webgl1DepthPass = null;
238
+ this.visibleMeshes = [];
239
+ this.ssrEffect = ssrEffect;
240
+ this._scene = ssrEffect._scene;
241
+ this._camera = ssrEffect._camera;
242
+ this.fullscreenMaterial = new ReflectionsMaterial();
243
+ if (ssrEffect._camera.isPerspectiveCamera)
244
+ this.fullscreenMaterial.defines.PERSPECTIVE_CAMERA = "";
245
+ const width = options.width || typeof window !== "undefined" ? window.innerWidth : 2e3;
246
+ const height = options.height || typeof window !== "undefined" ? window.innerHeight : 1e3;
247
+ this.renderTarget = new WebGLRenderTarget(width, height, {
248
+ minFilter: LinearFilter,
249
+ magFilter: LinearFilter,
250
+ type: HalfFloatType,
251
+ depthBuffer: false
252
+ });
253
+ this.renderPass = new RenderPass(this._scene, this._camera);
254
+ this.USE_MRT = isWebGL2Available();
255
+ if (this.USE_MRT) {
256
+ this.gBuffersRenderTarget = new WebGLMultipleRenderTargets(width, height, 2, {
257
+ minFilter: LinearFilter,
258
+ magFilter: LinearFilter
259
+ });
260
+ this.normalTexture = this.gBuffersRenderTarget.texture[0];
261
+ this.depthTexture = this.gBuffersRenderTarget.texture[1];
262
+ } else {
263
+ this.webgl1DepthPass = new DepthPass(this._scene, this._camera);
264
+ this.webgl1DepthPass.renderTarget.minFilter = LinearFilter;
265
+ this.webgl1DepthPass.renderTarget.magFilter = LinearFilter;
266
+ this.webgl1DepthPass.renderTarget.texture.minFilter = LinearFilter;
267
+ this.webgl1DepthPass.renderTarget.texture.magFilter = LinearFilter;
268
+ this.webgl1DepthPass.setSize(
269
+ typeof window !== "undefined" ? window.innerWidth : 2e3,
270
+ typeof window !== "undefined" ? window.innerHeight : 1e3
271
+ );
272
+ this.gBuffersRenderTarget = new WebGLRenderTarget(width, height, {
273
+ minFilter: LinearFilter,
274
+ magFilter: LinearFilter
275
+ });
276
+ this.normalTexture = this.gBuffersRenderTarget.texture;
277
+ this.depthTexture = this.webgl1DepthPass.texture;
278
+ }
279
+ this.fullscreenMaterial.uniforms.normalTexture.value = this.normalTexture;
280
+ this.fullscreenMaterial.uniforms.depthTexture.value = this.depthTexture;
281
+ this.fullscreenMaterial.uniforms.accumulatedTexture.value = this.ssrEffect.temporalResolvePass.accumulatedTexture;
282
+ this.fullscreenMaterial.uniforms.cameraMatrixWorld.value = this._camera.matrixWorld;
283
+ this.fullscreenMaterial.uniforms._projectionMatrix.value = this._camera.projectionMatrix;
284
+ this.fullscreenMaterial.uniforms._inverseProjectionMatrix.value = this._camera.projectionMatrixInverse;
285
+ }
286
+ setSize(width, height) {
287
+ this.renderTarget.setSize(width * this.ssrEffect.resolutionScale, height * this.ssrEffect.resolutionScale);
288
+ this.gBuffersRenderTarget.setSize(width * this.ssrEffect.resolutionScale, height * this.ssrEffect.resolutionScale);
289
+ this.fullscreenMaterial.uniforms.accumulatedTexture.value = this.ssrEffect.temporalResolvePass.accumulatedTexture;
290
+ this.fullscreenMaterial.needsUpdate = true;
291
+ }
292
+ dispose() {
293
+ this.renderTarget.dispose();
294
+ this.gBuffersRenderTarget.dispose();
295
+ this.renderPass.dispose();
296
+ if (!this.USE_MRT)
297
+ this.webgl1DepthPass.dispose();
298
+ this.fullscreenMaterial.dispose();
299
+ this.normalTexture = null;
300
+ this.depthTexture = null;
301
+ this.velocityTexture = null;
302
+ }
303
+ keepMaterialMapUpdated(mrtMaterial, originalMaterial, prop, define) {
304
+ if (this.ssrEffect[define]) {
305
+ if (originalMaterial[prop] !== mrtMaterial[prop]) {
306
+ mrtMaterial[prop] = originalMaterial[prop];
307
+ mrtMaterial.uniforms[prop].value = originalMaterial[prop];
308
+ if (originalMaterial[prop]) {
309
+ mrtMaterial.defines[define] = "";
310
+ } else {
311
+ delete mrtMaterial.defines[define];
312
+ }
313
+ mrtMaterial.needsUpdate = true;
314
+ }
315
+ } else if (mrtMaterial[prop] !== void 0) {
316
+ mrtMaterial[prop] = void 0;
317
+ mrtMaterial.uniforms[prop].value = void 0;
318
+ delete mrtMaterial.defines[define];
319
+ mrtMaterial.needsUpdate = true;
320
+ }
321
+ }
322
+ setMRTMaterialInScene() {
323
+ this.visibleMeshes = getVisibleChildren(this._scene);
324
+ for (const c of this.visibleMeshes) {
325
+ if (c.material) {
326
+ const originalMaterial = c.material;
327
+ let [cachedOriginalMaterial, mrtMaterial] = this.cachedMaterials.get(c) || [];
328
+ if (originalMaterial !== cachedOriginalMaterial) {
329
+ if (mrtMaterial)
330
+ mrtMaterial.dispose();
331
+ mrtMaterial = new MRTMaterial();
332
+ if (this.USE_MRT)
333
+ mrtMaterial.defines.USE_MRT = "";
334
+ mrtMaterial.normalScale = originalMaterial.normalScale;
335
+ mrtMaterial.uniforms.normalScale.value = originalMaterial.normalScale;
336
+ const map = originalMaterial.map || originalMaterial.normalMap || originalMaterial.roughnessMap || originalMaterial.metalnessMap;
337
+ if (map)
338
+ mrtMaterial.uniforms.uvTransform.value = map.matrix;
339
+ this.cachedMaterials.set(c, [originalMaterial, mrtMaterial]);
340
+ }
341
+ this.keepMaterialMapUpdated(mrtMaterial, originalMaterial, "normalMap", "useNormalMap");
342
+ this.keepMaterialMapUpdated(mrtMaterial, originalMaterial, "roughnessMap", "useRoughnessMap");
343
+ mrtMaterial.uniforms.roughness.value = this.ssrEffect.selection.size === 0 || this.ssrEffect.selection.has(c) ? originalMaterial.roughness || 0 : 1e11;
344
+ c.material = mrtMaterial;
345
+ }
346
+ }
347
+ }
348
+ unsetMRTMaterialInScene() {
349
+ for (const c of this.visibleMeshes) {
350
+ var _c$material;
351
+ if (((_c$material = c.material) == null ? void 0 : _c$material.type) === "MRTMaterial") {
352
+ c.visible = true;
353
+ const [originalMaterial] = this.cachedMaterials.get(c);
354
+ c.material = originalMaterial;
355
+ }
356
+ }
357
+ }
358
+ render(renderer, inputBuffer) {
359
+ this.setMRTMaterialInScene();
360
+ renderer.setRenderTarget(this.gBuffersRenderTarget);
361
+ this.renderPass.render(renderer, this.gBuffersRenderTarget);
362
+ this.unsetMRTMaterialInScene();
363
+ if (!this.USE_MRT)
364
+ this.webgl1DepthPass.renderPass.render(renderer, this.webgl1DepthPass.renderTarget);
365
+ this.fullscreenMaterial.uniforms.inputTexture.value = inputBuffer.texture;
366
+ this.fullscreenMaterial.uniforms.samples.value = this.ssrEffect.temporalResolvePass.samples;
367
+ this.fullscreenMaterial.uniforms.cameraNear.value = this._camera.near;
368
+ this.fullscreenMaterial.uniforms.cameraFar.value = this._camera.far;
369
+ this.fullscreenMaterial.uniforms.viewMatrix.value.copy(this._camera.matrixWorldInverse);
370
+ renderer.setRenderTarget(this.renderTarget);
371
+ renderer.render(this.scene, this.camera);
372
+ }
373
+ }
374
+ const defaultSSROptions = {
375
+ intensity: 1,
376
+ exponent: 1,
377
+ distance: 10,
378
+ fade: 0,
379
+ roughnessFade: 1,
380
+ thickness: 10,
381
+ ior: 1.45,
382
+ maxRoughness: 1,
383
+ maxDepthDifference: 10,
384
+ blend: 0.9,
385
+ correction: 1,
386
+ correctionRadius: 1,
387
+ blur: 0.5,
388
+ blurKernel: 1,
389
+ blurSharpness: 10,
390
+ jitter: 0,
391
+ jitterRoughness: 0,
392
+ steps: 20,
393
+ refineSteps: 5,
394
+ missedRays: true,
395
+ useNormalMap: true,
396
+ useRoughnessMap: true,
397
+ resolutionScale: 1,
398
+ velocityResolutionScale: 1
399
+ };
400
+ var vertexShader = "#define GLSLIFY 1\nvarying vec2 vUv;void main(){vUv=position.xy*0.5+0.5;gl_Position=vec4(position.xy,1.0,1.0);}";
401
+ var temporalResolve = "#define GLSLIFY 1\nuniform sampler2D inputTexture;uniform sampler2D accumulatedTexture;uniform sampler2D velocityTexture;uniform sampler2D lastVelocityTexture;uniform float blend;uniform float correction;uniform float exponent;uniform float samples;uniform vec2 invTexSize;uniform mat4 curInverseProjectionMatrix;uniform mat4 curCameraMatrixWorld;uniform mat4 prevInverseProjectionMatrix;uniform mat4 prevCameraMatrixWorld;varying vec2 vUv;\n#define MAX_NEIGHBOR_DEPTH_DIFFERENCE 0.001\n#define FLOAT_EPSILON 0.00001\n#define FLOAT_ONE_MINUS_EPSILON 0.99999\nvec3 transformexponent;vec3 undoColorTransformExponent;vec3 transformColor(vec3 color){if(exponent==1.0)return color;return pow(abs(color),transformexponent);}vec3 undoColorTransform(vec3 color){if(exponent==1.0)return color;return max(pow(abs(color),undoColorTransformExponent),vec3(0.0));}void main(){if(exponent!=1.0){transformexponent=vec3(1.0/exponent);undoColorTransformExponent=vec3(exponent);}vec4 inputTexel=textureLod(inputTexture,vUv,0.0);vec4 accumulatedTexel;vec3 inputColor=transformColor(inputTexel.rgb);vec3 accumulatedColor;float alpha=inputTexel.a;float velocityDisocclusion;bool didReproject=false;\n#ifdef boxBlur\nvec3 boxBlurredColor=inputTexel.rgb;\n#endif\nvec4 velocity=textureLod(velocityTexture,vUv,0.0);bool isMoving=alpha<1.0||dot(velocity.xy,velocity.xy)>0.0;if(isMoving){vec3 minNeighborColor=inputColor;vec3 maxNeighborColor=inputColor;vec3 col;vec2 neighborUv;vec2 reprojectedUv=vUv-velocity.xy;vec4 lastVelocity=textureLod(lastVelocityTexture,reprojectedUv,0.0);float depth=velocity.b;float closestDepth=depth;float lastClosestDepth=lastVelocity.b;float neighborDepth;float lastNeighborDepth;for(int x=-correctionRadius;x<=correctionRadius;x++){for(int y=-correctionRadius;y<=correctionRadius;y++){if(x!=0||y!=0){neighborUv=vUv+vec2(x,y)*invTexSize;vec4 neigborVelocity=textureLod(velocityTexture,neighborUv,0.0);neighborDepth=neigborVelocity.b;col=textureLod(inputTexture,neighborUv,0.0).xyz;int absX=abs(x);int absY=abs(y);\n#ifdef dilation\nif(absX==1&&absY==1){if(neighborDepth>closestDepth){velocity=neigborVelocity;closestDepth=neighborDepth;}vec4 lastNeighborVelocity=textureLod(velocityTexture,vUv+vec2(x,y)*invTexSize,0.0);lastNeighborDepth=lastNeighborVelocity.b;if(neighborDepth>closestDepth){lastVelocity=lastNeighborVelocity;lastClosestDepth=lastNeighborDepth;}}\n#endif\nif(abs(depth-neighborDepth)<MAX_NEIGHBOR_DEPTH_DIFFERENCE){\n#ifdef boxBlur\nif(absX<=2&&absY<=2)boxBlurredColor+=col;\n#endif\ncol=transformColor(col);minNeighborColor=min(col,minNeighborColor);maxNeighborColor=max(col,maxNeighborColor);}}}}float velocityLength=length(lastVelocity.xy-velocity.xy);velocityDisocclusion=(velocityLength-0.000005)*10.0;velocityDisocclusion*=velocityDisocclusion;reprojectedUv=vUv-velocity.xy;\n#ifdef boxBlur\nfloat pxRadius=correctionRadius>5 ? 121.0 : pow(float(correctionRadius*2+1),2.0);boxBlurredColor/=pxRadius;boxBlurredColor=transformColor(boxBlurredColor);\n#endif\nif(reprojectedUv.x>=0.0&&reprojectedUv.x<=1.0&&reprojectedUv.y>=0.0&&reprojectedUv.y<=1.0){accumulatedTexel=textureLod(accumulatedTexture,reprojectedUv,0.0);accumulatedColor=transformColor(accumulatedTexel.rgb);vec3 clampedColor=clamp(accumulatedColor,minNeighborColor,maxNeighborColor);accumulatedColor=mix(accumulatedColor,clampedColor,correction);didReproject=true;}else{\n#ifdef boxBlur\naccumulatedColor=boxBlurredColor;\n#else\naccumulatedColor=inputColor;\n#endif\n}if(velocity.r>FLOAT_ONE_MINUS_EPSILON&&velocity.g>FLOAT_ONE_MINUS_EPSILON){alpha=0.0;velocityDisocclusion=1.0;}}else{accumulatedColor=transformColor(textureLod(accumulatedTexture,vUv,0.0).rgb);}vec3 outputColor=inputColor;\n#include <custom_compose_shader>\ngl_FragColor=vec4(undoColorTransform(outputColor),alpha);}";
402
+ class TemporalResolveMaterial extends ShaderMaterial {
403
+ constructor(customComposeShader) {
404
+ const fragmentShader2 = temporalResolve.replace("#include <custom_compose_shader>", customComposeShader);
405
+ super({
406
+ type: "TemporalResolveMaterial",
407
+ uniforms: {
408
+ inputTexture: new Uniform(null),
409
+ accumulatedTexture: new Uniform(null),
410
+ velocityTexture: new Uniform(null),
411
+ lastVelocityTexture: new Uniform(null),
412
+ samples: new Uniform(1),
413
+ blend: new Uniform(0.5),
414
+ correction: new Uniform(1),
415
+ exponent: new Uniform(1),
416
+ invTexSize: new Uniform(new Vector2())
417
+ },
418
+ defines: {
419
+ correctionRadius: 1
420
+ },
421
+ vertexShader,
422
+ fragmentShader: fragmentShader2
423
+ });
424
+ }
425
+ }
426
+ const prev_skinning_pars_vertex = (
427
+ /* glsl */
428
+ `
429
+ #ifdef USE_SKINNING
430
+ #ifdef BONE_TEXTURE
431
+ uniform sampler2D prevBoneTexture;
432
+ mat4 getPrevBoneMatrix( const in float i ) {
433
+ float j = i * 4.0;
434
+ float x = mod( j, float( boneTextureSize ) );
435
+ float y = floor( j / float( boneTextureSize ) );
436
+ float dx = 1.0 / float( boneTextureSize );
437
+ float dy = 1.0 / float( boneTextureSize );
438
+ y = dy * ( y + 0.5 );
439
+ vec4 v1 = texture2D( prevBoneTexture, vec2( dx * ( x + 0.5 ), y ) );
440
+ vec4 v2 = texture2D( prevBoneTexture, vec2( dx * ( x + 1.5 ), y ) );
441
+ vec4 v3 = texture2D( prevBoneTexture, vec2( dx * ( x + 2.5 ), y ) );
442
+ vec4 v4 = texture2D( prevBoneTexture, vec2( dx * ( x + 3.5 ), y ) );
443
+ mat4 bone = mat4( v1, v2, v3, v4 );
444
+ return bone;
445
+ }
446
+ #else
447
+ uniform mat4 prevBoneMatrices[ MAX_BONES ];
448
+ mat4 getPrevBoneMatrix( const in float i ) {
449
+ mat4 bone = prevBoneMatrices[ int(i) ];
450
+ return bone;
451
+ }
452
+ #endif
453
+ #endif
454
+ `
455
+ );
456
+ const velocity_vertex = (
457
+ /* glsl */
458
+ `
459
+ vec3 transformed;
460
+
461
+ // Get the normal
462
+ ${ShaderChunk.skinbase_vertex}
463
+ ${ShaderChunk.beginnormal_vertex}
464
+ ${ShaderChunk.skinnormal_vertex}
465
+ ${ShaderChunk.defaultnormal_vertex}
466
+
467
+ // Get the current vertex position
468
+ transformed = vec3( position );
469
+ ${ShaderChunk.skinning_vertex}
470
+ newPosition = velocityMatrix * vec4( transformed, 1.0 );
471
+
472
+ // Get the previous vertex position
473
+ transformed = vec3( position );
474
+ ${ShaderChunk.skinbase_vertex.replace(/mat4 /g, "").replace(/getBoneMatrix/g, "getPrevBoneMatrix")}
475
+ ${ShaderChunk.skinning_vertex.replace(/vec4 /g, "")}
476
+ prevPosition = prevVelocityMatrix * vec4( transformed, 1.0 );
477
+
478
+ gl_Position = newPosition;
479
+ `
480
+ );
481
+ class VelocityMaterial extends ShaderMaterial {
482
+ constructor() {
483
+ super({
484
+ uniforms: {
485
+ prevVelocityMatrix: {
486
+ value: new Matrix4()
487
+ },
488
+ velocityMatrix: {
489
+ value: new Matrix4()
490
+ },
491
+ prevBoneTexture: {
492
+ value: null
493
+ },
494
+ interpolateGeometry: {
495
+ value: 0
496
+ },
497
+ intensity: {
498
+ value: 1
499
+ },
500
+ boneTexture: {
501
+ value: null
502
+ },
503
+ alphaTest: {
504
+ value: 0
505
+ },
506
+ map: {
507
+ value: null
508
+ },
509
+ alphaMap: {
510
+ value: null
511
+ },
512
+ opacity: {
513
+ value: 1
514
+ }
515
+ },
516
+ vertexShader: (
517
+ /* glsl */
518
+ `
519
+ #define MAX_BONES 1024
520
+
521
+ ${ShaderChunk.skinning_pars_vertex}
522
+ ${prev_skinning_pars_vertex}
523
+
524
+ uniform mat4 velocityMatrix;
525
+ uniform mat4 prevVelocityMatrix;
526
+ uniform float interpolateGeometry;
527
+ varying vec4 prevPosition;
528
+ varying vec4 newPosition;
529
+ varying vec2 vHighPrecisionZW;
530
+
531
+ void main() {
532
+
533
+ ${velocity_vertex}
534
+
535
+ vHighPrecisionZW = gl_Position.zw;
536
+
537
+ }`
538
+ ),
539
+ fragmentShader: (
540
+ /* glsl */
541
+ `
542
+ uniform float intensity;
543
+ varying vec4 prevPosition;
544
+ varying vec4 newPosition;
545
+ varying vec2 vHighPrecisionZW;
546
+
547
+ void main() {
548
+ #ifdef FULL_MOVEMENT
549
+ gl_FragColor = vec4( 1., 1., 1. - gl_FragCoord.z, 0. );
550
+ return;
551
+ #endif
552
+
553
+ vec2 pos0 = (prevPosition.xy / prevPosition.w) * 0.5 + 0.5;
554
+ vec2 pos1 = (newPosition.xy / newPosition.w) * 0.5 + 0.5;
555
+
556
+ vec2 vel = pos1 - pos0;
557
+
558
+ float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
559
+
560
+ gl_FragColor = vec4( vel, 1. - fragCoordZ, 0. );
561
+
562
+ }`
563
+ )
564
+ });
565
+ this.isVelocityMaterial = true;
566
+ }
567
+ }
568
+ const backgroundColor = new Color(0);
569
+ const updateProperties = ["visible", "wireframe", "side"];
570
+ class VelocityPass extends Pass {
571
+ constructor(scene, camera) {
572
+ var _window, _window2;
573
+ super("VelocityPass");
574
+ this.cachedMaterials = /* @__PURE__ */ new WeakMap();
575
+ this.lastCameraTransform = {
576
+ position: new Vector3(),
577
+ quaternion: new Quaternion()
578
+ };
579
+ this.visibleMeshes = [];
580
+ this.renderedMeshesThisFrame = 0;
581
+ this.renderedMeshesLastFrame = 0;
582
+ this._scene = scene;
583
+ this._camera = camera;
584
+ this.renderTarget = new WebGLRenderTarget(
585
+ ((_window = window) == null ? void 0 : _window.innerWidth) || 1e3,
586
+ ((_window2 = window) == null ? void 0 : _window2.innerHeight) || 1e3,
587
+ {
588
+ type: HalfFloatType
589
+ }
590
+ );
591
+ }
592
+ setVelocityMaterialInScene() {
593
+ this.renderedMeshesThisFrame = 0;
594
+ this.visibleMeshes = getVisibleChildren(this._scene);
595
+ for (const c of this.visibleMeshes) {
596
+ var _c$skeleton2;
597
+ const originalMaterial = c.material;
598
+ let [cachedOriginalMaterial, velocityMaterial] = this.cachedMaterials.get(c) || [];
599
+ if (originalMaterial !== cachedOriginalMaterial) {
600
+ var _c$skeleton;
601
+ velocityMaterial = new VelocityMaterial();
602
+ velocityMaterial.lastMatrixWorld = new Matrix4();
603
+ c.material = velocityMaterial;
604
+ if ((_c$skeleton = c.skeleton) != null && _c$skeleton.boneTexture)
605
+ this.saveBoneTexture(c);
606
+ this.cachedMaterials.set(c, [originalMaterial, velocityMaterial]);
607
+ }
608
+ velocityMaterial.uniforms.velocityMatrix.value.multiplyMatrices(this._camera.projectionMatrix, c.modelViewMatrix);
609
+ if (c.userData.needsUpdatedReflections || originalMaterial.map instanceof VideoTexture) {
610
+ if (!("FULL_MOVEMENT" in velocityMaterial.defines))
611
+ velocityMaterial.needsUpdate = true;
612
+ velocityMaterial.defines.FULL_MOVEMENT = "";
613
+ } else {
614
+ if ("FULL_MOVEMENT" in velocityMaterial.defines) {
615
+ delete velocityMaterial.defines.FULL_MOVEMENT;
616
+ velocityMaterial.needsUpdate = true;
617
+ }
618
+ }
619
+ c.visible = this.cameraMovedThisFrame || !c.matrixWorld.equals(velocityMaterial.lastMatrixWorld) || c.skeleton || "FULL_MOVEMENT" in velocityMaterial.defines;
620
+ c.material = velocityMaterial;
621
+ if (!c.visible)
622
+ continue;
623
+ this.renderedMeshesThisFrame++;
624
+ for (const prop of updateProperties)
625
+ velocityMaterial[prop] = originalMaterial[prop];
626
+ if ((_c$skeleton2 = c.skeleton) != null && _c$skeleton2.boneTexture) {
627
+ velocityMaterial.defines.USE_SKINNING = "";
628
+ velocityMaterial.defines.BONE_TEXTURE = "";
629
+ velocityMaterial.uniforms.boneTexture.value = c.skeleton.boneTexture;
630
+ }
631
+ }
632
+ }
633
+ saveBoneTexture(object) {
634
+ let boneTexture = object.material.uniforms.prevBoneTexture.value;
635
+ if (boneTexture && boneTexture.image.width === object.skeleton.boneTexture.width) {
636
+ boneTexture = object.material.uniforms.prevBoneTexture.value;
637
+ boneTexture.image.data.set(object.skeleton.boneTexture.image.data);
638
+ } else {
639
+ var _boneTexture;
640
+ (_boneTexture = boneTexture) == null ? void 0 : _boneTexture.dispose();
641
+ const boneMatrices = object.skeleton.boneTexture.image.data.slice();
642
+ const size = object.skeleton.boneTexture.image.width;
643
+ boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
644
+ object.material.uniforms.prevBoneTexture.value = boneTexture;
645
+ boneTexture.needsUpdate = true;
646
+ }
647
+ }
648
+ unsetVelocityMaterialInScene() {
649
+ for (const c of this.visibleMeshes) {
650
+ if (c.material.isVelocityMaterial) {
651
+ var _c$skeleton3;
652
+ c.visible = true;
653
+ c.material.lastMatrixWorld.copy(c.matrixWorld);
654
+ c.material.uniforms.prevVelocityMatrix.value.multiplyMatrices(this._camera.projectionMatrix, c.modelViewMatrix);
655
+ if ((_c$skeleton3 = c.skeleton) != null && _c$skeleton3.boneTexture)
656
+ this.saveBoneTexture(c);
657
+ c.material = this.cachedMaterials.get(c)[0];
658
+ }
659
+ }
660
+ }
661
+ setSize(width, height) {
662
+ this.renderTarget.setSize(width, height);
663
+ }
664
+ renderVelocity(renderer) {
665
+ renderer.setRenderTarget(this.renderTarget);
666
+ if (this.renderedMeshesThisFrame > 0) {
667
+ const { background } = this._scene;
668
+ this._scene.background = backgroundColor;
669
+ renderer.render(this._scene, this._camera);
670
+ this._scene.background = background;
671
+ } else {
672
+ renderer.clearColor();
673
+ }
674
+ }
675
+ checkCameraMoved() {
676
+ const moveDist = this.lastCameraTransform.position.distanceToSquared(this._camera.position);
677
+ const rotateDist = 8 * (1 - this.lastCameraTransform.quaternion.dot(this._camera.quaternion));
678
+ if (moveDist > 1e-6 || rotateDist > 1e-6) {
679
+ this.lastCameraTransform.position.copy(this._camera.position);
680
+ this.lastCameraTransform.quaternion.copy(this._camera.quaternion);
681
+ return true;
682
+ }
683
+ return false;
684
+ }
685
+ render(renderer) {
686
+ this.cameraMovedThisFrame = this.checkCameraMoved();
687
+ this.setVelocityMaterialInScene();
688
+ if (this.renderedMeshesThisFrame > 0 || this.renderedMeshesLastFrame > 0)
689
+ this.renderVelocity(renderer);
690
+ this.unsetVelocityMaterialInScene();
691
+ this.renderedMeshesLastFrame = this.renderedMeshesThisFrame;
692
+ }
693
+ }
694
+ const zeroVec2 = new Vector2();
695
+ class TemporalResolvePass extends Pass {
696
+ constructor(scene, camera, customComposeShader, options = {}) {
697
+ super("TemporalResolvePass");
698
+ this.velocityPass = null;
699
+ this.velocityResolutionScale = 1;
700
+ this.samples = 1;
701
+ this.lastCameraTransform = {
702
+ position: new Vector3(),
703
+ quaternion: new Quaternion()
704
+ };
705
+ this._scene = scene;
706
+ this._camera = camera;
707
+ this.renderTarget = new WebGLRenderTarget(1, 1, {
708
+ minFilter: LinearFilter,
709
+ magFilter: LinearFilter,
710
+ type: HalfFloatType,
711
+ depthBuffer: false
712
+ });
713
+ this.velocityPass = new VelocityPass(scene, camera);
714
+ this.fullscreenMaterial = new TemporalResolveMaterial(customComposeShader);
715
+ this.fullscreenMaterial.defines.correctionRadius = options.correctionRadius || 1;
716
+ if (options.dilation)
717
+ this.fullscreenMaterial.defines.dilation = "";
718
+ if (options.boxBlur)
719
+ this.fullscreenMaterial.defines.boxBlur = "";
720
+ this.setupFramebuffers(1, 1);
721
+ this.checkCanUseSharedVelocityTexture();
722
+ }
723
+ dispose() {
724
+ if (this._scene.userData.velocityTexture === this.velocityPass.renderTarget.texture) {
725
+ delete this._scene.userData.velocityTexture;
726
+ delete this._scene.userData.lastVelocityTexture;
727
+ }
728
+ this.renderTarget.dispose();
729
+ this.accumulatedTexture.dispose();
730
+ this.fullscreenMaterial.dispose();
731
+ this.velocityPass.dispose();
732
+ }
733
+ setSize(width, height) {
734
+ this.renderTarget.setSize(width, height);
735
+ this.velocityPass.setSize(width * this.velocityResolutionScale, height * this.velocityResolutionScale);
736
+ this.velocityPass.renderTarget.texture.minFilter = this.velocityResolutionScale === 1 ? NearestFilter : LinearFilter;
737
+ this.velocityPass.renderTarget.texture.magFilter = this.velocityResolutionScale === 1 ? NearestFilter : LinearFilter;
738
+ this.velocityPass.renderTarget.texture.needsUpdate = true;
739
+ this.fullscreenMaterial.uniforms.invTexSize.value.set(1 / width, 1 / height);
740
+ this.setupFramebuffers(width, height);
741
+ }
742
+ setupFramebuffers(width, height) {
743
+ if (this.accumulatedTexture)
744
+ this.accumulatedTexture.dispose();
745
+ if (this.lastVelocityTexture)
746
+ this.lastVelocityTexture.dispose();
747
+ this.accumulatedTexture = new FramebufferTexture(width, height, RGBAFormat);
748
+ this.accumulatedTexture.minFilter = LinearFilter;
749
+ this.accumulatedTexture.magFilter = LinearFilter;
750
+ this.accumulatedTexture.type = HalfFloatType;
751
+ this.lastVelocityTexture = new FramebufferTexture(
752
+ width * this.velocityResolutionScale,
753
+ height * this.velocityResolutionScale,
754
+ RGBAFormat
755
+ );
756
+ this.lastVelocityTexture.minFilter = this.velocityResolutionScale === 1 ? NearestFilter : LinearFilter;
757
+ this.lastVelocityTexture.magFilter = this.velocityResolutionScale === 1 ? NearestFilter : LinearFilter;
758
+ this.lastVelocityTexture.type = HalfFloatType;
759
+ this.fullscreenMaterial.uniforms.accumulatedTexture.value = this.accumulatedTexture;
760
+ this.fullscreenMaterial.uniforms.lastVelocityTexture.value = this.lastVelocityTexture;
761
+ this.fullscreenMaterial.needsUpdate = true;
762
+ }
763
+ checkCanUseSharedVelocityTexture() {
764
+ const canUseSharedVelocityTexture = this._scene.userData.velocityTexture && this.velocityPass.renderTarget.texture !== this._scene.userData.velocityTexture;
765
+ if (canUseSharedVelocityTexture) {
766
+ if (this.velocityPass.renderTarget.texture === this.fullscreenMaterial.uniforms.velocityTexture.value) {
767
+ this.fullscreenMaterial.uniforms.lastVelocityTexture.value = this._scene.userData.lastVelocityTexture;
768
+ this.fullscreenMaterial.uniforms.velocityTexture.value = this._scene.userData.velocityTexture;
769
+ this.fullscreenMaterial.needsUpdate = true;
770
+ }
771
+ } else {
772
+ if (this.velocityPass.renderTarget.texture !== this.fullscreenMaterial.uniforms.velocityTexture.value) {
773
+ this.fullscreenMaterial.uniforms.velocityTexture.value = this.velocityPass.renderTarget.texture;
774
+ this.fullscreenMaterial.uniforms.lastVelocityTexture.value = this.lastVelocityTexture;
775
+ this.fullscreenMaterial.needsUpdate = true;
776
+ if (!this._scene.userData.velocityTexture) {
777
+ this._scene.userData.velocityTexture = this.velocityPass.renderTarget.texture;
778
+ this._scene.userData.lastVelocityTexture = this.lastVelocityTexture;
779
+ }
780
+ }
781
+ }
782
+ return this.velocityPass.renderTarget.texture !== this.fullscreenMaterial.uniforms.velocityTexture.value;
783
+ }
784
+ checkNeedsResample() {
785
+ const moveDist = this.lastCameraTransform.position.distanceToSquared(this._camera.position);
786
+ const rotateDist = 8 * (1 - this.lastCameraTransform.quaternion.dot(this._camera.quaternion));
787
+ if (moveDist > 1e-6 || rotateDist > 1e-6) {
788
+ this.samples = 1;
789
+ this.lastCameraTransform.position.copy(this._camera.position);
790
+ this.lastCameraTransform.quaternion.copy(this._camera.quaternion);
791
+ }
792
+ }
793
+ render(renderer) {
794
+ this.samples++;
795
+ this.checkNeedsResample();
796
+ this.fullscreenMaterial.uniforms.samples.value = this.samples;
797
+ renderer.setRenderTarget(this.renderTarget);
798
+ renderer.render(this.scene, this.camera);
799
+ renderer.copyFramebufferToTexture(zeroVec2, this.accumulatedTexture);
800
+ renderer.setRenderTarget(this.velocityPass.renderTarget);
801
+ renderer.copyFramebufferToTexture(zeroVec2, this.lastVelocityTexture);
802
+ }
803
+ }
804
+ const halton = function halton2(index, base) {
805
+ let fraction = 1;
806
+ let result = 0;
807
+ while (index > 0) {
808
+ fraction /= base;
809
+ result += fraction * (index % base);
810
+ index = ~~(index / base);
811
+ }
812
+ return result;
813
+ };
814
+ const generateHalton23Points = (count) => {
815
+ const data = [];
816
+ let i = 1;
817
+ const end = i + count;
818
+ for (; i < end; i++) {
819
+ data.push([halton(i, 2) - 0.5, halton(i, 3) - 0.5]);
820
+ }
821
+ return data;
822
+ };
823
+ function escapeRegExp(string) {
824
+ return string.replace(/[.*+?^${}()|[\]\\]/g, "\\$&");
825
+ }
826
+ const worldposReplace = (
827
+ /* glsl */
828
+ `
829
+ #if defined( USE_ENVMAP ) || defined( ) || defined ( USE_SHADOWMAP )
830
+ vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );
831
+
832
+ #ifdef BOX_PROJECTED_ENV_MAP
833
+ vWorldPosition = worldPosition.xyz;
834
+ #endif
835
+ #endif
836
+ `
837
+ );
838
+ const boxProjectDefinitions = (
839
+ /* glsl */
840
+ `
841
+ #ifdef BOX_PROJECTED_ENV_MAP
842
+ uniform vec3 envMapSize;
843
+ uniform vec3 envMapPosition;
844
+ varying vec3 vWorldPosition;
845
+
846
+ vec3 parallaxCorrectNormal( vec3 v, vec3 cubeSize, vec3 cubePos ) {
847
+ vec3 nDir = normalize( v );
848
+
849
+ vec3 rbmax = ( .5 * cubeSize + cubePos - vWorldPosition ) / nDir;
850
+ vec3 rbmin = ( -.5 * cubeSize + cubePos - vWorldPosition ) / nDir;
851
+
852
+ vec3 rbminmax;
853
+
854
+ rbminmax.x = ( nDir.x > 0. ) ? rbmax.x : rbmin.x;
855
+ rbminmax.y = ( nDir.y > 0. ) ? rbmax.y : rbmin.y;
856
+ rbminmax.z = ( nDir.z > 0. ) ? rbmax.z : rbmin.z;
857
+
858
+ float correction = min( min( rbminmax.x, rbminmax.y ), rbminmax.z );
859
+ vec3 boxIntersection = vWorldPosition + nDir * correction;
860
+
861
+ return boxIntersection - cubePos;
862
+ }
863
+ #endif
864
+ `
865
+ );
866
+ const getIBLIrradiance_patch = (
867
+ /* glsl */
868
+ `
869
+ #ifdef BOX_PROJECTED_ENV_MAP
870
+ worldNormal = parallaxCorrectNormal( worldNormal, envMapSize, envMapPosition );
871
+ #endif
872
+ `
873
+ );
874
+ const getIBLRadiance_patch = (
875
+ /* glsl */
876
+ `
877
+ #ifdef BOX_PROJECTED_ENV_MAP
878
+ reflectVec = parallaxCorrectNormal( reflectVec, envMapSize, envMapPosition );
879
+ #endif
880
+ `
881
+ );
882
+ function useBoxProjectedEnvMap(shader, envMapPosition, envMapSize) {
883
+ shader.defines.BOX_PROJECTED_ENV_MAP = "";
884
+ shader.uniforms.envMapPosition = {
885
+ value: envMapPosition
886
+ };
887
+ shader.uniforms.envMapSize = {
888
+ value: envMapSize
889
+ };
890
+ const line1 = new RegExp(
891
+ escapeRegExp("vec3 worldNormal = inverseTransformDirection ( normal , viewMatrix ) ;").replaceAll(" ", "\\s*"),
892
+ "g"
893
+ );
894
+ const line2 = new RegExp(
895
+ escapeRegExp("reflectVec = inverseTransformDirection ( reflectVec , viewMatrix ) ;").replaceAll(" ", "\\s*"),
896
+ "g"
897
+ );
898
+ shader.vertexShader = "varying vec3 vWorldPosition;\n" + shader.vertexShader.replace("#include <worldpos_vertex>", worldposReplace);
899
+ shader.fragmentShader = boxProjectDefinitions + "\n" + shader.fragmentShader.replace("#include <envmap_physical_pars_fragment>", ShaderChunk.envmap_physical_pars_fragment).replace(
900
+ line1,
901
+ `vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
902
+ ${getIBLIrradiance_patch}`
903
+ ).replace(
904
+ line2,
905
+ `reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
906
+ ${getIBLRadiance_patch}`
907
+ );
908
+ }
909
+ const finalFragmentShader = finalSSRShader.replace("#include <helperFunctions>", helperFunctions).replace("#include <boxBlur>", boxBlur);
910
+ const noResetSamplesProperties = ["blur", "blurSharpness", "blurKernel"];
911
+ const defaultCubeRenderTarget = new WebGLCubeRenderTarget(1);
912
+ let pmremGenerator;
913
+ class SSREffect extends Effect {
914
+ /**
915
+ * @param {THREE.Scene} scene The scene of the SSR effect
916
+ * @param {THREE.Camera} camera The camera with which SSR is being rendered
917
+ * @param {SSROptions} [options] The optional options for the SSR effect
918
+ */
919
+ constructor(scene, camera, options = defaultSSROptions) {
920
+ super("SSREffect", finalFragmentShader, {
921
+ type: "FinalSSRMaterial",
922
+ uniforms: /* @__PURE__ */ new Map([
923
+ ["reflectionsTexture", new Uniform(null)],
924
+ ["blur", new Uniform(0)],
925
+ ["blurSharpness", new Uniform(0)],
926
+ ["blurKernel", new Uniform(0)]
927
+ ]),
928
+ defines: /* @__PURE__ */ new Map([["RENDER_MODE", "0"]])
929
+ });
930
+ this.haltonSequence = generateHalton23Points(1024);
931
+ this.haltonIndex = 0;
932
+ this.selection = new Selection();
933
+ this.lastSize = void 0;
934
+ this.cubeCamera = new CubeCamera(1e-3, 1e3, defaultCubeRenderTarget);
935
+ this.usingBoxProjectedEnvMap = false;
936
+ this._scene = scene;
937
+ this._camera = camera;
938
+ const trOptions = {
939
+ boxBlur: true,
940
+ dilation: true
941
+ };
942
+ options = { ...defaultSSROptions, ...options, ...trOptions };
943
+ this.temporalResolvePass = new TemporalResolvePass(scene, camera, trCompose, options);
944
+ this.uniforms.get("reflectionsTexture").value = this.temporalResolvePass.renderTarget.texture;
945
+ this.reflectionsPass = new ReflectionsPass(this, options);
946
+ this.temporalResolvePass.fullscreenMaterial.uniforms.inputTexture.value = this.reflectionsPass.renderTarget.texture;
947
+ this.lastSize = {
948
+ width: options.width,
949
+ height: options.height,
950
+ resolutionScale: options.resolutionScale,
951
+ velocityResolutionScale: options.velocityResolutionScale
952
+ };
953
+ this.setSize(options.width, options.height);
954
+ this.makeOptionsReactive(options);
955
+ }
956
+ makeOptionsReactive(options) {
957
+ let needsUpdate = false;
958
+ const reflectionPassFullscreenMaterialUniforms = this.reflectionsPass.fullscreenMaterial.uniforms;
959
+ const reflectionPassFullscreenMaterialUniformsKeys = Object.keys(reflectionPassFullscreenMaterialUniforms);
960
+ for (const key of Object.keys(options)) {
961
+ Object.defineProperty(this, key, {
962
+ get() {
963
+ return options[key];
964
+ },
965
+ set(value) {
966
+ if (options[key] === value && needsUpdate)
967
+ return;
968
+ options[key] = value;
969
+ if (!noResetSamplesProperties.includes(key)) {
970
+ this.setSize(this.lastSize.width, this.lastSize.height, true);
971
+ }
972
+ switch (key) {
973
+ case "resolutionScale":
974
+ this.setSize(this.lastSize.width, this.lastSize.height);
975
+ break;
976
+ case "velocityResolutionScale":
977
+ this.temporalResolvePass.velocityResolutionScale = value;
978
+ this.setSize(this.lastSize.width, this.lastSize.height, true);
979
+ break;
980
+ case "blur":
981
+ this.uniforms.get("blur").value = value;
982
+ break;
983
+ case "blurSharpness":
984
+ this.uniforms.get("blurSharpness").value = value;
985
+ break;
986
+ case "blurKernel":
987
+ this.uniforms.get("blurKernel").value = value;
988
+ break;
989
+ case "steps":
990
+ this.reflectionsPass.fullscreenMaterial.defines.steps = parseInt(value);
991
+ this.reflectionsPass.fullscreenMaterial.needsUpdate = needsUpdate;
992
+ break;
993
+ case "refineSteps":
994
+ this.reflectionsPass.fullscreenMaterial.defines.refineSteps = parseInt(value);
995
+ this.reflectionsPass.fullscreenMaterial.needsUpdate = needsUpdate;
996
+ break;
997
+ case "missedRays":
998
+ if (value) {
999
+ this.reflectionsPass.fullscreenMaterial.defines.missedRays = "";
1000
+ } else {
1001
+ delete this.reflectionsPass.fullscreenMaterial.defines.missedRays;
1002
+ }
1003
+ this.reflectionsPass.fullscreenMaterial.needsUpdate = needsUpdate;
1004
+ break;
1005
+ case "correctionRadius":
1006
+ this.temporalResolvePass.fullscreenMaterial.defines.correctionRadius = Math.round(value);
1007
+ this.temporalResolvePass.fullscreenMaterial.needsUpdate = needsUpdate;
1008
+ break;
1009
+ case "blend":
1010
+ this.temporalResolvePass.fullscreenMaterial.uniforms.blend.value = value;
1011
+ break;
1012
+ case "correction":
1013
+ this.temporalResolvePass.fullscreenMaterial.uniforms.correction.value = value;
1014
+ break;
1015
+ case "exponent":
1016
+ this.temporalResolvePass.fullscreenMaterial.uniforms.exponent.value = value;
1017
+ break;
1018
+ case "distance":
1019
+ reflectionPassFullscreenMaterialUniforms.rayDistance.value = value;
1020
+ default:
1021
+ if (reflectionPassFullscreenMaterialUniformsKeys.includes(key)) {
1022
+ reflectionPassFullscreenMaterialUniforms[key].value = value;
1023
+ }
1024
+ }
1025
+ }
1026
+ });
1027
+ this[key] = options[key];
1028
+ }
1029
+ needsUpdate = true;
1030
+ }
1031
+ setSize(width, height, force = false) {
1032
+ if (!force && width === this.lastSize.width && height === this.lastSize.height && this.resolutionScale === this.lastSize.resolutionScale && this.velocityResolutionScale === this.lastSize.velocityResolutionScale)
1033
+ return;
1034
+ this.temporalResolvePass.setSize(width, height);
1035
+ this.reflectionsPass.setSize(width, height);
1036
+ this.lastSize = {
1037
+ width,
1038
+ height,
1039
+ resolutionScale: this.resolutionScale,
1040
+ velocityResolutionScale: this.velocityResolutionScale
1041
+ };
1042
+ }
1043
+ generateBoxProjectedEnvMapFallback(renderer, position = new Vector3(), size = new Vector3(), envMapSize = 512) {
1044
+ this.cubeCamera.renderTarget.dispose();
1045
+ this.cubeCamera.renderTarget = new WebGLCubeRenderTarget(envMapSize);
1046
+ this.cubeCamera.position.copy(position);
1047
+ this.cubeCamera.updateMatrixWorld();
1048
+ this.cubeCamera.update(renderer, this._scene);
1049
+ if (!pmremGenerator) {
1050
+ pmremGenerator = new PMREMGenerator(renderer);
1051
+ pmremGenerator.compileCubemapShader();
1052
+ }
1053
+ const envMap = pmremGenerator.fromCubemap(this.cubeCamera.renderTarget.texture).texture;
1054
+ envMap.minFilter = LinearFilter;
1055
+ envMap.magFilter = LinearFilter;
1056
+ const reflectionsMaterial = this.reflectionsPass.fullscreenMaterial;
1057
+ useBoxProjectedEnvMap(reflectionsMaterial, position, size);
1058
+ reflectionsMaterial.fragmentShader = reflectionsMaterial.fragmentShader.replace("vec3 worldPos", "worldPos").replace("varying vec3 vWorldPosition;", "vec3 worldPos;");
1059
+ reflectionsMaterial.uniforms.envMapPosition.value.copy(position);
1060
+ reflectionsMaterial.uniforms.envMapSize.value.copy(size);
1061
+ setupEnvMap(reflectionsMaterial, envMap, envMapSize);
1062
+ this.usingBoxProjectedEnvMap = true;
1063
+ return envMap;
1064
+ }
1065
+ setIBLRadiance(iblRadiance, renderer) {
1066
+ this._scene.traverse((c) => {
1067
+ if (c.material) {
1068
+ var _renderer$properties$;
1069
+ const uniforms = (_renderer$properties$ = renderer.properties.get(c.material)) == null ? void 0 : _renderer$properties$.uniforms;
1070
+ if (uniforms && "disableIBLRadiance" in uniforms) {
1071
+ uniforms.disableIBLRadiance.value = iblRadiance;
1072
+ }
1073
+ }
1074
+ });
1075
+ }
1076
+ deleteBoxProjectedEnvMapFallback() {
1077
+ const reflectionsMaterial = this.reflectionsPass.fullscreenMaterial;
1078
+ reflectionsMaterial.uniforms.envMap.value = null;
1079
+ reflectionsMaterial.fragmentShader = reflectionsMaterial.fragmentShader.replace("worldPos = ", "vec3 worldPos = ");
1080
+ delete reflectionsMaterial.defines.BOX_PROJECTED_ENV_MAP;
1081
+ reflectionsMaterial.needsUpdate = true;
1082
+ this.usingBoxProjectedEnvMap = false;
1083
+ }
1084
+ dispose() {
1085
+ super.dispose();
1086
+ this.reflectionsPass.dispose();
1087
+ this.temporalResolvePass.dispose();
1088
+ }
1089
+ update(renderer, inputBuffer) {
1090
+ if (!this.usingBoxProjectedEnvMap && this._scene.environment) {
1091
+ const reflectionsMaterial = this.reflectionsPass.fullscreenMaterial;
1092
+ let envMap = null;
1093
+ this._scene.traverse((c) => {
1094
+ if (!envMap && c.material && !c.material.envMap) {
1095
+ const properties = renderer.properties.get(c.material);
1096
+ if ("envMap" in properties && properties.envMap instanceof Texture)
1097
+ envMap = properties.envMap;
1098
+ }
1099
+ });
1100
+ if (envMap) {
1101
+ const envMapCubeUVHeight = this._scene.environment.image.height;
1102
+ setupEnvMap(reflectionsMaterial, envMap, envMapCubeUVHeight);
1103
+ }
1104
+ }
1105
+ this.haltonIndex = (this.haltonIndex + 1) % this.haltonSequence.length;
1106
+ const [x, y] = this.haltonSequence[this.haltonIndex];
1107
+ const { width, height } = this.lastSize;
1108
+ this.temporalResolvePass.velocityPass.render(renderer);
1109
+ if (this._camera.setViewOffset)
1110
+ this._camera.setViewOffset(width, height, x, y, width, height);
1111
+ this.reflectionsPass.render(renderer, inputBuffer);
1112
+ this.temporalResolvePass.render(renderer);
1113
+ this._camera.clearViewOffset();
1114
+ }
1115
+ static patchDirectEnvIntensity(envMapIntensity = 0) {
1116
+ if (envMapIntensity === 0) {
1117
+ ShaderChunk.envmap_physical_pars_fragment = ShaderChunk.envmap_physical_pars_fragment.replace(
1118
+ "vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {",
1119
+ "vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) { return vec3(0.0);"
1120
+ );
1121
+ } else {
1122
+ ShaderChunk.envmap_physical_pars_fragment = ShaderChunk.envmap_physical_pars_fragment.replace(
1123
+ "vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );",
1124
+ "vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness ) * " + envMapIntensity.toFixed(5) + ";"
1125
+ );
1126
+ }
1127
+ }
1128
+ }
1129
+ export {
1130
+ SSREffect,
1131
+ defaultSSROptions
1132
+ };
1133
+ //# sourceMappingURL=screen-space-reflections.js.map