@react-three/postprocessing 2.19.1 → 3.0.0-rc.1

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.
Files changed (270) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +81 -81
  3. package/dist/index.d.ts +1 -38
  4. package/dist/index.js +554 -88
  5. package/dist/index.js.map +1 -1
  6. package/package.json +68 -96
  7. package/src/EffectComposer.test.tsx +126 -0
  8. package/src/EffectComposer.tsx +200 -0
  9. package/src/Selection.tsx +46 -0
  10. package/src/effects/ASCII.tsx +135 -0
  11. package/src/effects/Autofocus.tsx +153 -0
  12. package/src/effects/Bloom.tsx +6 -0
  13. package/src/effects/BrightnessContrast.tsx +4 -0
  14. package/src/effects/ChromaticAberration.tsx +5 -0
  15. package/src/effects/ColorAverage.tsx +15 -0
  16. package/src/effects/ColorDepth.tsx +4 -0
  17. package/src/effects/Depth.tsx +4 -0
  18. package/src/effects/DepthOfField.tsx +89 -0
  19. package/src/effects/DotScreen.tsx +4 -0
  20. package/src/effects/FXAA.tsx +4 -0
  21. package/src/effects/Glitch.tsx +40 -0
  22. package/src/effects/GodRays.tsx +16 -0
  23. package/src/effects/Grid.tsx +21 -0
  24. package/src/effects/HueSaturation.tsx +4 -0
  25. package/src/effects/LUT.tsx +26 -0
  26. package/{dist/effects/LensFlare.js → src/effects/LensFlare.tsx} +611 -556
  27. package/src/effects/N8AO.tsx +81 -0
  28. package/src/effects/Noise.tsx +4 -0
  29. package/src/effects/Outline.tsx +117 -0
  30. package/src/effects/Pixelation.tsx +15 -0
  31. package/{dist/effects/Ramp.js → src/effects/Ramp.tsx} +150 -156
  32. package/src/effects/SMAA.tsx +4 -0
  33. package/src/effects/SSAO.tsx +41 -0
  34. package/src/effects/ScanlineEffect.tsx +7 -0
  35. package/src/effects/SelectiveBloom.tsx +126 -0
  36. package/src/effects/Sepia.tsx +4 -0
  37. package/src/effects/ShockWave.tsx +4 -0
  38. package/src/effects/Texture.tsx +23 -0
  39. package/src/effects/TiltShift.tsx +4 -0
  40. package/{dist/effects/TiltShift2.js → src/effects/TiltShift2.tsx} +90 -98
  41. package/src/effects/ToneMapping.tsx +6 -0
  42. package/src/effects/Vignette.tsx +4 -0
  43. package/{dist/effects/Water.js → src/effects/Water.tsx} +35 -38
  44. package/src/index.ts +40 -0
  45. package/src/util.tsx +55 -0
  46. package/dist/EffectComposer.cjs +0 -137
  47. package/dist/EffectComposer.cjs.map +0 -1
  48. package/dist/EffectComposer.d.ts +0 -27
  49. package/dist/EffectComposer.js +0 -137
  50. package/dist/EffectComposer.js.map +0 -1
  51. package/dist/EffectComposer.test.d.ts +0 -4
  52. package/dist/Selection.cjs +0 -36
  53. package/dist/Selection.cjs.map +0 -1
  54. package/dist/Selection.d.ts +0 -16
  55. package/dist/Selection.js +0 -36
  56. package/dist/Selection.js.map +0 -1
  57. package/dist/compat.cjs +0 -77
  58. package/dist/compat.cjs.map +0 -1
  59. package/dist/compat.js +0 -60
  60. package/dist/compat.js.map +0 -1
  61. package/dist/effects/ASCII.cjs +0 -113
  62. package/dist/effects/ASCII.cjs.map +0 -1
  63. package/dist/effects/ASCII.d.ts +0 -18
  64. package/dist/effects/ASCII.js +0 -113
  65. package/dist/effects/ASCII.js.map +0 -1
  66. package/dist/effects/Autofocus.cjs +0 -126
  67. package/dist/effects/Autofocus.cjs.map +0 -1
  68. package/dist/effects/Autofocus.d.ts +0 -22
  69. package/dist/effects/Autofocus.js +0 -109
  70. package/dist/effects/Autofocus.js.map +0 -1
  71. package/dist/effects/Bloom.cjs +0 -9
  72. package/dist/effects/Bloom.cjs.map +0 -1
  73. package/dist/effects/Bloom.d.ts +0 -6
  74. package/dist/effects/Bloom.js +0 -9
  75. package/dist/effects/Bloom.js.map +0 -1
  76. package/dist/effects/BrightnessContrast.cjs +0 -7
  77. package/dist/effects/BrightnessContrast.cjs.map +0 -1
  78. package/dist/effects/BrightnessContrast.d.ts +0 -10
  79. package/dist/effects/BrightnessContrast.js +0 -7
  80. package/dist/effects/BrightnessContrast.js.map +0 -1
  81. package/dist/effects/ChromaticAberration.cjs +0 -7
  82. package/dist/effects/ChromaticAberration.cjs.map +0 -1
  83. package/dist/effects/ChromaticAberration.d.ts +0 -13
  84. package/dist/effects/ChromaticAberration.js +0 -7
  85. package/dist/effects/ChromaticAberration.js.map +0 -1
  86. package/dist/effects/ColorAverage.cjs +0 -11
  87. package/dist/effects/ColorAverage.cjs.map +0 -1
  88. package/dist/effects/ColorAverage.d.ts +0 -8
  89. package/dist/effects/ColorAverage.js +0 -11
  90. package/dist/effects/ColorAverage.js.map +0 -1
  91. package/dist/effects/ColorDepth.cjs +0 -7
  92. package/dist/effects/ColorDepth.cjs.map +0 -1
  93. package/dist/effects/ColorDepth.d.ts +0 -9
  94. package/dist/effects/ColorDepth.js +0 -7
  95. package/dist/effects/ColorDepth.js.map +0 -1
  96. package/dist/effects/Depth.cjs +0 -7
  97. package/dist/effects/Depth.cjs.map +0 -1
  98. package/dist/effects/Depth.d.ts +0 -9
  99. package/dist/effects/Depth.js +0 -7
  100. package/dist/effects/Depth.js.map +0 -1
  101. package/dist/effects/DepthOfField.cjs +0 -74
  102. package/dist/effects/DepthOfField.cjs.map +0 -1
  103. package/dist/effects/DepthOfField.d.ts +0 -25
  104. package/dist/effects/DepthOfField.js +0 -74
  105. package/dist/effects/DepthOfField.js.map +0 -1
  106. package/dist/effects/DotScreen.cjs +0 -7
  107. package/dist/effects/DotScreen.cjs.map +0 -1
  108. package/dist/effects/DotScreen.d.ts +0 -10
  109. package/dist/effects/DotScreen.js +0 -7
  110. package/dist/effects/DotScreen.js.map +0 -1
  111. package/dist/effects/FXAA.cjs +0 -7
  112. package/dist/effects/FXAA.cjs.map +0 -1
  113. package/dist/effects/FXAA.d.ts +0 -8
  114. package/dist/effects/FXAA.js +0 -7
  115. package/dist/effects/FXAA.js.map +0 -1
  116. package/dist/effects/Glitch.cjs +0 -31
  117. package/dist/effects/Glitch.cjs.map +0 -1
  118. package/dist/effects/Glitch.d.ts +0 -30
  119. package/dist/effects/Glitch.js +0 -31
  120. package/dist/effects/Glitch.js.map +0 -1
  121. package/dist/effects/GodRays.cjs +0 -15
  122. package/dist/effects/GodRays.cjs.map +0 -1
  123. package/dist/effects/GodRays.d.ts +0 -21
  124. package/dist/effects/GodRays.js +0 -15
  125. package/dist/effects/GodRays.js.map +0 -1
  126. package/dist/effects/Grid.cjs +0 -18
  127. package/dist/effects/Grid.cjs.map +0 -1
  128. package/dist/effects/Grid.d.ts +0 -12
  129. package/dist/effects/Grid.js +0 -18
  130. package/dist/effects/Grid.js.map +0 -1
  131. package/dist/effects/HueSaturation.cjs +0 -7
  132. package/dist/effects/HueSaturation.cjs.map +0 -1
  133. package/dist/effects/HueSaturation.d.ts +0 -10
  134. package/dist/effects/HueSaturation.js +0 -7
  135. package/dist/effects/HueSaturation.js.map +0 -1
  136. package/dist/effects/LUT.cjs +0 -20
  137. package/dist/effects/LUT.cjs.map +0 -1
  138. package/dist/effects/LUT.d.ts +0 -9
  139. package/dist/effects/LUT.js +0 -20
  140. package/dist/effects/LUT.js.map +0 -1
  141. package/dist/effects/LensFlare.cjs +0 -573
  142. package/dist/effects/LensFlare.cjs.map +0 -1
  143. package/dist/effects/LensFlare.d.ts +0 -55
  144. package/dist/effects/LensFlare.js.map +0 -1
  145. package/dist/effects/N8AO/BlueNoise.cjs +0 -4
  146. package/dist/effects/N8AO/BlueNoise.cjs.map +0 -1
  147. package/dist/effects/N8AO/BlueNoise.js +0 -5
  148. package/dist/effects/N8AO/BlueNoise.js.map +0 -1
  149. package/dist/effects/N8AO/DepthDownSample.cjs +0 -183
  150. package/dist/effects/N8AO/DepthDownSample.cjs.map +0 -1
  151. package/dist/effects/N8AO/DepthDownSample.js +0 -166
  152. package/dist/effects/N8AO/DepthDownSample.js.map +0 -1
  153. package/dist/effects/N8AO/EffectCompositer.cjs +0 -278
  154. package/dist/effects/N8AO/EffectCompositer.cjs.map +0 -1
  155. package/dist/effects/N8AO/EffectCompositer.js +0 -261
  156. package/dist/effects/N8AO/EffectCompositer.js.map +0 -1
  157. package/dist/effects/N8AO/EffectShader.cjs +0 -236
  158. package/dist/effects/N8AO/EffectShader.cjs.map +0 -1
  159. package/dist/effects/N8AO/EffectShader.js +0 -219
  160. package/dist/effects/N8AO/EffectShader.js.map +0 -1
  161. package/dist/effects/N8AO/FullScreenTriangle.cjs +0 -59
  162. package/dist/effects/N8AO/FullScreenTriangle.cjs.map +0 -1
  163. package/dist/effects/N8AO/FullScreenTriangle.js +0 -42
  164. package/dist/effects/N8AO/FullScreenTriangle.js.map +0 -1
  165. package/dist/effects/N8AO/N8AOPostPass.cjs +0 -502
  166. package/dist/effects/N8AO/N8AOPostPass.cjs.map +0 -1
  167. package/dist/effects/N8AO/N8AOPostPass.js +0 -485
  168. package/dist/effects/N8AO/N8AOPostPass.js.map +0 -1
  169. package/dist/effects/N8AO/PoissionBlur.cjs +0 -186
  170. package/dist/effects/N8AO/PoissionBlur.cjs.map +0 -1
  171. package/dist/effects/N8AO/PoissionBlur.js +0 -169
  172. package/dist/effects/N8AO/PoissionBlur.js.map +0 -1
  173. package/dist/effects/N8AO/index.cjs +0 -60
  174. package/dist/effects/N8AO/index.cjs.map +0 -1
  175. package/dist/effects/N8AO/index.d.ts +0 -18
  176. package/dist/effects/N8AO/index.js +0 -60
  177. package/dist/effects/N8AO/index.js.map +0 -1
  178. package/dist/effects/Noise.cjs +0 -7
  179. package/dist/effects/Noise.cjs.map +0 -1
  180. package/dist/effects/Noise.d.ts +0 -9
  181. package/dist/effects/Noise.js +0 -7
  182. package/dist/effects/Noise.js.map +0 -1
  183. package/dist/effects/Outline.cjs +0 -100
  184. package/dist/effects/Outline.cjs.map +0 -1
  185. package/dist/effects/Outline.d.ts +0 -30
  186. package/dist/effects/Outline.js +0 -100
  187. package/dist/effects/Outline.js.map +0 -1
  188. package/dist/effects/Pixelation.cjs +0 -11
  189. package/dist/effects/Pixelation.cjs.map +0 -1
  190. package/dist/effects/Pixelation.d.ts +0 -6
  191. package/dist/effects/Pixelation.js +0 -11
  192. package/dist/effects/Pixelation.js.map +0 -1
  193. package/dist/effects/Ramp.cjs +0 -156
  194. package/dist/effects/Ramp.cjs.map +0 -1
  195. package/dist/effects/Ramp.d.ts +0 -88
  196. package/dist/effects/Ramp.js.map +0 -1
  197. package/dist/effects/SMAA.cjs +0 -7
  198. package/dist/effects/SMAA.cjs.map +0 -1
  199. package/dist/effects/SMAA.d.ts +0 -10
  200. package/dist/effects/SMAA.js +0 -7
  201. package/dist/effects/SMAA.js.map +0 -1
  202. package/dist/effects/SSAO.cjs +0 -37
  203. package/dist/effects/SSAO.cjs.map +0 -1
  204. package/dist/effects/SSAO.d.ts +0 -30
  205. package/dist/effects/SSAO.js +0 -37
  206. package/dist/effects/SSAO.js.map +0 -1
  207. package/dist/effects/SSR/index.cjs +0 -33
  208. package/dist/effects/SSR/index.cjs.map +0 -1
  209. package/dist/effects/SSR/index.d.ts +0 -55
  210. package/dist/effects/SSR/index.js +0 -33
  211. package/dist/effects/SSR/index.js.map +0 -1
  212. package/dist/effects/SSR/screen-space-reflections.cjs +0 -1699
  213. package/dist/effects/SSR/screen-space-reflections.cjs.map +0 -1
  214. package/dist/effects/SSR/screen-space-reflections.js +0 -1699
  215. package/dist/effects/SSR/screen-space-reflections.js.map +0 -1
  216. package/dist/effects/ScanlineEffect.cjs +0 -7
  217. package/dist/effects/ScanlineEffect.cjs.map +0 -1
  218. package/dist/effects/ScanlineEffect.d.ts +0 -9
  219. package/dist/effects/ScanlineEffect.js +0 -7
  220. package/dist/effects/ScanlineEffect.js.map +0 -1
  221. package/dist/effects/SelectiveBloom.cjs +0 -104
  222. package/dist/effects/SelectiveBloom.cjs.map +0 -1
  223. package/dist/effects/SelectiveBloom.d.ts +0 -20
  224. package/dist/effects/SelectiveBloom.js +0 -104
  225. package/dist/effects/SelectiveBloom.js.map +0 -1
  226. package/dist/effects/Sepia.cjs +0 -7
  227. package/dist/effects/Sepia.cjs.map +0 -1
  228. package/dist/effects/Sepia.d.ts +0 -9
  229. package/dist/effects/Sepia.js +0 -7
  230. package/dist/effects/Sepia.js.map +0 -1
  231. package/dist/effects/ShockWave.cjs +0 -7
  232. package/dist/effects/ShockWave.cjs.map +0 -1
  233. package/dist/effects/ShockWave.d.ts +0 -6
  234. package/dist/effects/ShockWave.js +0 -7
  235. package/dist/effects/ShockWave.js.map +0 -1
  236. package/dist/effects/Texture.cjs +0 -21
  237. package/dist/effects/Texture.cjs.map +0 -1
  238. package/dist/effects/Texture.d.ts +0 -11
  239. package/dist/effects/Texture.js +0 -21
  240. package/dist/effects/Texture.js.map +0 -1
  241. package/dist/effects/TiltShift.cjs +0 -7
  242. package/dist/effects/TiltShift.cjs.map +0 -1
  243. package/dist/effects/TiltShift.d.ts +0 -17
  244. package/dist/effects/TiltShift.js +0 -7
  245. package/dist/effects/TiltShift.js.map +0 -1
  246. package/dist/effects/TiltShift2.cjs +0 -98
  247. package/dist/effects/TiltShift2.cjs.map +0 -1
  248. package/dist/effects/TiltShift2.d.ts +0 -30
  249. package/dist/effects/TiltShift2.js.map +0 -1
  250. package/dist/effects/ToneMapping.cjs +0 -7
  251. package/dist/effects/ToneMapping.cjs.map +0 -1
  252. package/dist/effects/ToneMapping.d.ts +0 -19
  253. package/dist/effects/ToneMapping.js +0 -7
  254. package/dist/effects/ToneMapping.js.map +0 -1
  255. package/dist/effects/Vignette.cjs +0 -7
  256. package/dist/effects/Vignette.cjs.map +0 -1
  257. package/dist/effects/Vignette.d.ts +0 -12
  258. package/dist/effects/Vignette.js +0 -7
  259. package/dist/effects/Vignette.js.map +0 -1
  260. package/dist/effects/Water.cjs +0 -38
  261. package/dist/effects/Water.cjs.map +0 -1
  262. package/dist/effects/Water.d.ts +0 -15
  263. package/dist/effects/Water.js.map +0 -1
  264. package/dist/index.cjs +0 -89
  265. package/dist/index.cjs.map +0 -1
  266. package/dist/util.cjs +0 -69
  267. package/dist/util.cjs.map +0 -1
  268. package/dist/util.d.ts +0 -13
  269. package/dist/util.js +0 -52
  270. package/dist/util.js.map +0 -1
@@ -1,1699 +0,0 @@
1
- import { Effect, Selection, Pass, RenderPass, DepthPass } from "postprocessing";
2
- import { ShaderChunk, Color, Vector2, WebGLCubeRenderTarget, Uniform, CubeCamera, PMREMGenerator, LinearFilter, Vector3, Texture, WebGLRenderTarget, HalfFloatType, Quaternion, NearestFilter, FramebufferTexture, RGBAFormat, REVISION, ShaderMaterial, Matrix3, TangentSpaceNormalMap, GLSL3, Matrix4, VideoTexture, DataTexture, FloatType } from "three";
3
- import { WebGLMultipleRenderTargets } from "../../compat.js";
4
- const boxBlur = (
5
- /* glsl */
6
- `
7
- uniform float blur;
8
- uniform float blurSharpness;
9
- uniform int blurKernel;
10
-
11
- vec3 denoise(
12
- vec3 center,
13
- sampler2D tex,
14
- vec2 uv,
15
- vec2 invTexSize,
16
- float blur,
17
- float blurSharpness,
18
- int blurKernel
19
- ) {
20
- vec3 color, col;
21
- float total, weight;
22
-
23
- for (int x = -blurKernel; x <= blurKernel; x++) {
24
- for (int y=-blurKernel; y<=blurKernel; y++) {
25
- col = textureLod(tex, uv + vec2(x,y) * invTexSize, 0.0).rgb;
26
- weight = 1.0-abs(dot(col - center, vec3(0.25)));
27
- weight = pow(weight, blurSharpness);
28
- color += col * weight;
29
- total += weight;
30
- }
31
- }
32
-
33
- return color / total;
34
- }
35
- `
36
- );
37
- const finalSSRShader = (
38
- /* glsl */
39
- `
40
- #define MODE_DEFAULT 0
41
- #define MODE_REFLECTIONS 1
42
- #define MODE_RAW_REFLECTION 2
43
- #define MODE_BLURRED_REFLECTIONS 3
44
- #define MODE_INPUT 4
45
- #define MODE_BLUR_MIX 5
46
- #define FLOAT_EPSILON 0.00001
47
- // uniform sampler2D inputTexture;
48
- uniform sampler2D reflectionsTexture;
49
- // uniform float samples;
50
-
51
- ${boxBlur}
52
-
53
- void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
54
- vec4 reflectionsTexel=texture2D(reflectionsTexture, vUv);
55
- ivec2 size = textureSize(reflectionsTexture, 0);
56
- vec2 invTexSize= 1.0 / vec2(size.x, size.y);
57
- vec3 reflectionClr = reflectionsTexel.xyz;
58
- if (blur > FLOAT_EPSILON) {
59
- vec3 blurredReflectionsColor = denoise(
60
- reflectionsTexel.rgb,
61
- reflectionsTexture,
62
- vUv,
63
- invTexSize,
64
- blur,
65
- blurSharpness,
66
- blurKernel
67
- );
68
- reflectionClr = mix(reflectionClr, blurredReflectionsColor.rgb, blur);
69
- }
70
-
71
- #if RENDER_MODE == MODE_DEFAULT
72
- outputColor = vec4(inputColor.rgb+reflectionClr, 1.0);
73
- #endif
74
- #if RENDER_MODE == MODE_REFLECTIONS
75
- outputColor = vec4(reflectionClr, 1.0);
76
- #endif
77
- #if RENDER_MODE == MODE_RAW_REFLECTION
78
- outputColor = vec4(reflectionsTexel.xyz, 1.0);
79
- #endif
80
- #if RENDER_MODE == MODE_BLURRED_REFLECTIONS
81
- outputColor = vec4(blurredReflectionsTexel.xyz, 1.0);
82
- #endif
83
- #if RENDER_MODE == MODE_INPUT
84
- outputColor = vec4(inputColor.xyz, 1.0);
85
- #endif
86
- #if RENDER_MODE == MODE_BLUR_MIX
87
- outputColor = vec4(vec3(blur), 1.0);
88
- #endif
89
- }
90
- `
91
- );
92
- const helperFunctions = (
93
- /* glsl */
94
- `
95
- vec3 getViewPosition(const float depth) {
96
- float clipW= _projectionMatrix[2][3] * depth + _projectionMatrix[3][3];
97
- vec4 clipPosition = vec4((vec3(vUv, depth) - 0.5) * 2.0, 1.0);
98
- clipPosition *= clipW;
99
- return(_inverseProjectionMatrix * clipPosition).xyz;
100
- }
101
-
102
- float getViewZ(const in float depth) {
103
- #ifdef PERSPECTIVE_CAMERA
104
- return perspectiveDepthToViewZ(depth, cameraNear, cameraFar);
105
- #else
106
- return orthographicDepthToViewZ(depth, cameraNear, cameraFar);
107
- #endif
108
- }
109
-
110
- vec3 screenSpaceToWorldSpace(const vec2 uv,const float depth){
111
- vec4 ndc = vec4((uv.x - 0.5) * 2.0,(uv.y - 0.5)* 2.0, (depth - 0.5) * 2.0, 1.0);
112
- vec4 clip= _inverseProjectionMatrix*ndc;
113
- vec4 view = cameraMatrixWorld * (clip / clip.w);
114
- return view.xyz;
115
- }
116
-
117
- #define Scale (vec3(0.8, 0.8, 0.8))
118
- #define K (19.19)
119
-
120
- vec3 hash(vec3 a) {
121
- a = fract(a * Scale);
122
- a += dot(a, a.yxz + K);
123
- return fract((a.xxy + a.yxx) * a.zyx);
124
- }
125
-
126
- float fresnel_dielectric_cos(float cosi, float eta){
127
- float c = abs(cosi);
128
- float g = eta * eta - 1.0 + c* c;
129
- float result;
130
-
131
- if (g > 0.0){
132
- g = sqrt(g);
133
- float A = (g - c) / (g + c);
134
- float B = (c* (g + c) - 1.0) / (c * (g - c) + 1.0);
135
- result = 0.5 * A * A * (1.0 + B * B);
136
- } else {
137
- result = 1.0;
138
- }
139
-
140
- return result;
141
- }
142
-
143
- float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta){
144
- float cosine = dot(Incoming, Normal);
145
- return min(1.0, 5.0 * fresnel_dielectric_cos(cosine, eta));
146
- }
147
- `
148
- );
149
- const trCompose = (
150
- /* glsl */
151
- `
152
- #define INV_EULER 0.36787944117144233
153
-
154
- alpha = velocityDisocclusion < FLOAT_EPSILON ? (alpha + 0.0075) : 0.0;
155
- alpha = clamp(alpha, 0.0, 1.0);
156
- bool needsBlur = !didReproject || velocityDisocclusion > 0.5;
157
-
158
- #ifdef boxBlur
159
- if (needsBlur) inputColor = boxBlurredColor;
160
- #endif
161
-
162
- if (alpha == 1.0) {
163
- outputColor = accumulatedColor;
164
- } else {
165
- float m = mix(alpha, 1.0, blend);
166
- if (needsBlur) m = 0.0;
167
- outputColor = accumulatedColor * m + inputColor * (1.0 - m);
168
- }
169
- `
170
- );
171
- class MRTMaterial extends ShaderMaterial {
172
- constructor() {
173
- super({
174
- type: "MRTMaterial",
175
- defines: {
176
- USE_UV: "",
177
- TEMPORAL_RESOLVE: ""
178
- },
179
- uniforms: {
180
- opacity: new Uniform(1),
181
- normalMap: new Uniform(null),
182
- normalScale: new Uniform(new Vector2(1, 1)),
183
- uvTransform: new Uniform(new Matrix3()),
184
- roughness: new Uniform(1),
185
- roughnessMap: new Uniform(null)
186
- },
187
- vertexShader: (
188
- /* glsl */
189
- `
190
- #ifdef USE_MRT
191
- varying vec2 vHighPrecisionZW;
192
- #endif
193
- #define NORMAL
194
- #if defined(FLAT_SHADED) || defined(USE_BUMPMAP) || defined(TANGENTSPACE_NORMALMAP)
195
- varying vec3 vViewPosition;
196
- #endif
197
- #include <common>
198
- #include <uv_pars_vertex>
199
- #include <displacementmap_pars_vertex>
200
- #include <normal_pars_vertex>
201
- #include <morphtarget_pars_vertex>
202
- #include <skinning_pars_vertex>
203
- #include <logdepthbuf_pars_vertex>
204
- #include <clipping_planes_pars_vertex>
205
- #ifdef USE_UV
206
- ${REVISION.replace(/\D+/g, "") >= 151 ? "uniform mat3 uvTransform;" : ""}
207
- #endif
208
- void main() {
209
- #include <uv_vertex>
210
- #include <beginnormal_vertex>
211
- #include <morphnormal_vertex>
212
- #include <skinbase_vertex>
213
- #include <skinnormal_vertex>
214
- #include <defaultnormal_vertex>
215
- #include <normal_vertex>
216
- #include <begin_vertex>
217
- #include <morphtarget_vertex>
218
- #include <skinning_vertex>
219
- #include <displacementmap_vertex>
220
- #include <project_vertex>
221
- #include <logdepthbuf_vertex>
222
- #include <clipping_planes_vertex>
223
- #if defined(FLAT_SHADED) || defined(USE_BUMPMAP) || defined(TANGENTSPACE_NORMALMAP)
224
- vViewPosition = -mvPosition.xyz;
225
- #endif
226
- #ifdef USE_MRT
227
- vHighPrecisionZW = gl_Position.zw;
228
- #endif
229
- #ifdef USE_UV
230
- vUv = (uvTransform * vec3(uv, 1)).xy;
231
- #endif
232
- }
233
- `
234
- ),
235
- fragmentShader: (
236
- /* glsl */
237
- `
238
- #define NORMAL
239
- #if defined(FLAT_SHADED) || defined(USE_BUMPMAP) || defined(TANGENTSPACE_NORMALMAP)
240
- varying vec3 vViewPosition;
241
- #endif
242
- #include <packing>
243
- #include <uv_pars_fragment>
244
- #include <normal_pars_fragment>
245
- #include <bumpmap_pars_fragment>
246
- #include <normalmap_pars_fragment>
247
- #include <logdepthbuf_pars_fragment>
248
- #include <clipping_planes_pars_fragment>
249
- #include <roughnessmap_pars_fragment>
250
-
251
- #ifdef USE_MRT
252
- layout(location = 0) out vec4 gNormal;
253
- layout(location = 1) out vec4 gDepth;
254
- varying vec2 vHighPrecisionZW;
255
- #endif
256
- uniform float roughness;
257
- void main() {
258
- #include <clipping_planes_fragment>
259
- #include <logdepthbuf_fragment>
260
- #include <normal_fragment_begin>
261
- #include <normal_fragment_maps>
262
-
263
- float roughnessFactor = roughness;
264
-
265
- if (roughness > 10.0e9){
266
- roughnessFactor = 1.;
267
- } else {
268
- #ifdef useRoughnessMap
269
- vec4 texelRoughness = texture2D(roughnessMap, vUv);
270
- // reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
271
- roughnessFactor *= texelRoughness.g;
272
- #endif
273
- }
274
-
275
- vec3 normalColor = packNormalToRGB(normal);
276
- #ifdef USE_MRT
277
- float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
278
- vec4 depthColor = packDepthToRGBA(fragCoordZ);
279
- gNormal = vec4(normalColor, roughnessFactor);
280
- gDepth = depthColor;
281
- #else
282
- gl_FragColor = vec4(normalColor, roughnessFactor);
283
- #endif
284
- }
285
- `
286
- ),
287
- toneMapped: false
288
- });
289
- this.normalMapType = TangentSpaceNormalMap;
290
- this.normalScale = new Vector2(1, 1);
291
- Object.defineProperty(this, "glslVersion", {
292
- get() {
293
- return "USE_MRT" in this.defines ? GLSL3 : null;
294
- },
295
- set(_) {
296
- }
297
- });
298
- }
299
- }
300
- const vertexShader = (
301
- /* glsl */
302
- `
303
- varying vec2 vUv;
304
-
305
- void main() {
306
- vUv = position.xy * 0.5 + 0.5;
307
- gl_Position = vec4(position.xy, 1.0, 1.0);
308
- }
309
- `
310
- );
311
- const fragmentShader = (
312
- /* glsl */
313
- `
314
- varying vec2 vUv;
315
- uniform sampler2D inputTexture;
316
- uniform sampler2D accumulatedTexture;
317
- uniform sampler2D normalTexture;
318
- uniform sampler2D depthTexture;
319
- uniform sampler2D envMap;
320
- uniform mat4 _projectionMatrix;
321
- uniform mat4 _inverseProjectionMatrix;
322
- uniform mat4 cameraMatrixWorld;
323
- uniform float cameraNear;
324
- uniform float cameraFar;
325
- uniform float rayDistance;
326
- uniform float intensity;
327
- uniform float maxDepthDifference;
328
- uniform float roughnessFade;
329
- uniform float maxRoughness;
330
- uniform float fade;
331
- uniform float thickness;
332
- uniform float ior;
333
- uniform float samples;
334
- uniform float jitter;
335
- uniform float jitterRoughness;
336
-
337
- #define INVALID_RAY_COORDS vec2(-1.0);
338
-
339
- #define EARLY_OUT_COLOR vec4(0.0, 0.0, 0.0, 1.0)
340
- #define FLOAT_EPSILON 0.00001
341
- float nearMinusFar;
342
- float nearMulFar;
343
- float farMinusNear;
344
-
345
- #include <packing>
346
-
347
- ${helperFunctions}
348
-
349
- vec2 RayMarch(vec3 dir, inout vec3 hitPos, inout float rayHitDepthDifference);
350
- vec2 BinarySearch(in vec3 dir, inout vec3 hitPos, inout float rayHitDepthDifference);
351
- float fastGetViewZ(const in float depth);
352
- vec3 getIBLRadiance(const in vec3 viewDir, const in vec3 normal, const in float roughness);
353
-
354
- void main() {
355
- vec4 depthTexel = textureLod(depthTexture, vUv, 0.0);
356
-
357
- if (dot(depthTexel.rgb, depthTexel.rgb) < FLOAT_EPSILON) {
358
- gl_FragColor = EARLY_OUT_COLOR;
359
- return;
360
- }
361
-
362
- float unpackedDepth = unpackRGBAToDepth(depthTexel);
363
- vec4 normalTexel = textureLod(normalTexture, vUv, 0.0);
364
- float roughness = normalTexel.a;
365
- float specular = 1.0 - roughness;
366
-
367
- nearMinusFar = cameraNear - cameraFar;
368
- nearMulFar = cameraNear * cameraFar;
369
- farMinusNear = cameraFar - cameraNear;
370
-
371
- normalTexel.rgb = unpackRGBToNormal(normalTexel.rgb);
372
-
373
- float depth = fastGetViewZ(unpackedDepth);
374
- vec3 viewPos = getViewPosition(depth);
375
- vec3 viewDir = normalize(viewPos);
376
- vec3 viewNormal = normalTexel.xyz;
377
- vec3 worldPos = screenSpaceToWorldSpace(vUv, unpackedDepth);
378
-
379
- vec3 jitt=vec3(0.0);
380
- if (jitterRoughness != 0.0 || jitter!=0.0){
381
- vec3 randomJitter = hash(50.0 * samples * worldPos) - 0.5;
382
- float spread= ((2.0 - specular) + roughness * jitterRoughness);
383
- float jitterMix = jitter * 0.25 + jitterRoughness * roughness;
384
- if (jitterMix > 1.0) jitterMix = 1.0;
385
- jitt = mix(vec3(0.0), randomJitter * spread, jitterMix);
386
- }
387
-
388
- viewNormal += jitt;
389
- float fresnelFactor = fresnel_dielectric(viewDir, viewNormal, ior);
390
- vec3 iblRadiance = getIBLRadiance(-viewDir, viewNormal, 0.0) * fresnelFactor;
391
- float lastFrameAlpha = textureLod(accumulatedTexture, vUv, 0.0).a;
392
- if (roughness > maxRoughness || (roughness > 1.0 - FLOAT_EPSILON && roughnessFade > 1.0 - FLOAT_EPSILON)) {
393
- gl_FragColor=vec4(iblRadiance,lastFrameAlpha);
394
- return;
395
- }
396
-
397
- vec3 reflected = reflect(viewDir, viewNormal);
398
- vec3 rayDir = reflected *- viewPos.z;
399
- vec3 hitPos = viewPos;
400
- float rayHitDepthDifference;
401
- vec2 coords = RayMarch(rayDir, hitPos, rayHitDepthDifference);
402
- if (coords.x == -1.0){
403
- gl_FragColor=vec4(iblRadiance, lastFrameAlpha);
404
- return;
405
- }
406
-
407
- vec4 SSRTexel = textureLod(inputTexture, coords.xy, 0.0);
408
- vec4 SSRTexelReflected = textureLod(accumulatedTexture, coords.xy, 0.0);
409
- vec3 SSR = SSRTexel.rgb + SSRTexelReflected.rgb;
410
- float roughnessFactor = mix(specular, 1.0, max(0.0, 1.0 - roughnessFade));
411
- vec2 coordsNDC = (coords.xy * 2.0 - 1.0);
412
- float screenFade = 0.1;
413
- float maxDimension = min(1.0, max(abs(coordsNDC.x), abs(coordsNDC.y)));
414
- float reflectionIntensity = 1.0 - (max(0.0, maxDimension - screenFade) / (1.0 - screenFade));
415
- reflectionIntensity = max(0.0, reflectionIntensity);
416
- vec3 finalSSR = mix(iblRadiance, SSR, reflectionIntensity) * roughnessFactor;
417
-
418
- if (fade != 0.0) {
419
- vec3 hitWorldPos = screenSpaceToWorldSpace(coords, rayHitDepthDifference);
420
- float reflectionDistance = distance(hitWorldPos, worldPos) + 1.0;
421
- float opacity = 1.0 / (reflectionDistance * fade * 0.1);
422
- if(opacity > 1.0) opacity=1.0;
423
- finalSSR *= opacity;
424
- }
425
-
426
- finalSSR *= fresnelFactor * intensity;
427
- finalSSR = min(vec3(1.0), finalSSR);
428
- float alpha = hitPos.z == 1.0 ? 1.0 : SSRTexelReflected.a;
429
- alpha = min(lastFrameAlpha, alpha);
430
- gl_FragColor = vec4(finalSSR, alpha);
431
- }
432
-
433
- vec2 RayMarch(vec3 dir, inout vec3 hitPos, inout float rayHitDepthDifference) {
434
- dir=normalize(dir);
435
- dir *= rayDistance / float(steps);
436
- float depth;
437
- vec4 projectedCoord;
438
- vec4 lastProjectedCoord;
439
- float unpackedDepth;
440
- vec4 depthTexel;
441
-
442
- for (int i = 0; i < steps; i++) {
443
- hitPos += dir;
444
- projectedCoord = _projectionMatrix * vec4(hitPos, 1.0);
445
- projectedCoord.xy /= projectedCoord.w;
446
- projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
447
-
448
- #ifndef missedRays
449
- if (
450
- projectedCoord.x < 0.0 ||
451
- projectedCoord.x > 1.0 ||
452
- projectedCoord.y < 0.0 ||
453
- projectedCoord.y > 1.0
454
- ) {
455
- return INVALID_RAY_COORDS;
456
- }
457
- #endif
458
-
459
- depthTexel = textureLod(depthTexture, projectedCoord.xy, 0.0);
460
- unpackedDepth = unpackRGBAToDepth(depthTexel);
461
- depth = fastGetViewZ(unpackedDepth);
462
- rayHitDepthDifference = depth - hitPos.z;
463
-
464
- if (rayHitDepthDifference >= 0.0 && rayHitDepthDifference < thickness){
465
- #if refineSteps == 0
466
- if (dot(depthTexel.rgb, depthTexel.rgb) < FLOAT_EPSILON) return INVALID_RAY_COORDS;
467
- #else
468
- return BinarySearch(dir, hitPos, rayHitDepthDifference);
469
- #endif
470
- }
471
-
472
- #ifndef missedRays
473
- if (hitPos.z > 0.0) return INVALID_RAY_COORDS;
474
- #endif
475
-
476
- lastProjectedCoord = projectedCoord;
477
- }
478
-
479
- hitPos.z = 1.0;
480
-
481
- #ifndef missedRays
482
- return INVALID_RAY_COORDS;
483
- #endif
484
-
485
- rayHitDepthDifference = unpackedDepth;
486
-
487
- return projectedCoord.xy;
488
- }
489
-
490
- vec2 BinarySearch(in vec3 dir, inout vec3 hitPos, inout float rayHitDepthDifference) {
491
- float depth;
492
- vec4 projectedCoord;
493
- vec2 lastMinProjectedCoordXY;
494
- float unpackedDepth;
495
- vec4 depthTexel;
496
-
497
- for (int i = 0; i < refineSteps; i++){
498
- projectedCoord = _projectionMatrix * vec4(hitPos, 1.0);
499
- projectedCoord.xy /= projectedCoord.w;
500
- projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
501
- depthTexel = textureLod(depthTexture, projectedCoord.xy, 0.0);
502
- unpackedDepth = unpackRGBAToDepth(depthTexel);
503
- depth = fastGetViewZ(unpackedDepth);
504
- rayHitDepthDifference = depth - hitPos.z;
505
- dir *= 0.5;
506
-
507
- if (rayHitDepthDifference > 0.0) {
508
- hitPos -= dir;
509
- } else {
510
- hitPos += dir;
511
- }
512
- }
513
-
514
- if (dot(depthTexel.rgb, depthTexel.rgb) < FLOAT_EPSILON) return INVALID_RAY_COORDS;
515
- if (abs(rayHitDepthDifference) > maxDepthDifference) return INVALID_RAY_COORDS;
516
-
517
- projectedCoord = _projectionMatrix*vec4(hitPos, 1.0);
518
- projectedCoord.xy /= projectedCoord.w;
519
- projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
520
- rayHitDepthDifference = unpackedDepth;
521
- return projectedCoord.xy;
522
- }
523
-
524
- float fastGetViewZ(const in float depth){
525
- #ifdef PERSPECTIVE_CAMERA
526
- return nearMulFar / (farMinusNear * depth - cameraFar);
527
- #else
528
- return depth * nearMinusFar - cameraNear;
529
- #endif
530
- }
531
-
532
- #include <common>
533
- #include <cube_uv_reflection_fragment>
534
-
535
- vec3 getIBLRadiance(const in vec3 viewDir, const in vec3 normal, const in float roughness){
536
- #if defined(ENVMAP_TYPE_CUBE_UV)
537
- vec3 reflectVec = reflect(-viewDir, normal);
538
- reflectVec = normalize(mix(reflectVec, normal,roughness * roughness));
539
- reflectVec = inverseTransformDirection(reflectVec, viewMatrix);
540
- vec4 envMapColor = textureCubeUV(envMap, reflectVec, roughness);
541
- return envMapColor.rgb * intensity;
542
- #else
543
- return vec3(0.0);
544
- #endif
545
- }
546
- `
547
- );
548
- class ReflectionsMaterial extends ShaderMaterial {
549
- constructor() {
550
- super({
551
- type: "ReflectionsMaterial",
552
- uniforms: {
553
- inputTexture: new Uniform(null),
554
- accumulatedTexture: new Uniform(null),
555
- normalTexture: new Uniform(null),
556
- depthTexture: new Uniform(null),
557
- _projectionMatrix: new Uniform(new Matrix4()),
558
- _inverseProjectionMatrix: new Uniform(new Matrix4()),
559
- cameraMatrixWorld: new Uniform(new Matrix4()),
560
- cameraNear: new Uniform(0),
561
- cameraFar: new Uniform(0),
562
- rayDistance: new Uniform(0),
563
- intensity: new Uniform(0),
564
- roughnessFade: new Uniform(0),
565
- fade: new Uniform(0),
566
- thickness: new Uniform(0),
567
- ior: new Uniform(0),
568
- maxDepthDifference: new Uniform(0),
569
- jitter: new Uniform(0),
570
- jitterRoughness: new Uniform(0),
571
- maxRoughness: new Uniform(0),
572
- samples: new Uniform(0),
573
- envMap: new Uniform(null),
574
- envMapPosition: new Uniform(new Vector3()),
575
- envMapSize: new Uniform(new Vector3()),
576
- viewMatrix: new Uniform(new Matrix4())
577
- },
578
- defines: {
579
- steps: 20,
580
- refineSteps: 5,
581
- CUBEUV_TEXEL_WIDTH: 0,
582
- CUBEUV_TEXEL_HEIGHT: 0,
583
- CUBEUV_MAX_MIP: 0,
584
- vWorldPosition: "worldPos"
585
- },
586
- fragmentShader,
587
- vertexShader,
588
- toneMapped: false,
589
- depthWrite: false,
590
- depthTest: false
591
- });
592
- }
593
- }
594
- const getVisibleChildren = (object) => {
595
- const queue = [object];
596
- const objects = [];
597
- while (queue.length !== 0) {
598
- const mesh = queue.shift();
599
- if (mesh.material)
600
- objects.push(mesh);
601
- for (const c of mesh.children) {
602
- if (c.visible)
603
- queue.push(c);
604
- }
605
- }
606
- return objects;
607
- };
608
- const generateCubeUVSize = (parameters) => {
609
- const imageHeight = parameters.envMapCubeUVHeight;
610
- if (imageHeight === null)
611
- return null;
612
- const maxMip = Math.log2(imageHeight) - 2;
613
- const texelHeight = 1 / imageHeight;
614
- const texelWidth = 1 / (3 * Math.max(Math.pow(2, maxMip), 7 * 16));
615
- return {
616
- texelWidth,
617
- texelHeight,
618
- maxMip
619
- };
620
- };
621
- const setupEnvMap = (reflectionsMaterial, envMap, envMapCubeUVHeight) => {
622
- reflectionsMaterial.uniforms.envMap.value = envMap;
623
- const envMapCubeUVSize = generateCubeUVSize({
624
- envMapCubeUVHeight
625
- });
626
- reflectionsMaterial.defines.ENVMAP_TYPE_CUBE_UV = "";
627
- reflectionsMaterial.defines.CUBEUV_TEXEL_WIDTH = envMapCubeUVSize.texelWidth;
628
- reflectionsMaterial.defines.CUBEUV_TEXEL_HEIGHT = envMapCubeUVSize.texelHeight;
629
- reflectionsMaterial.defines.CUBEUV_MAX_MIP = envMapCubeUVSize.maxMip + ".0";
630
- reflectionsMaterial.needsUpdate = true;
631
- };
632
- const isWebGL2Available = () => {
633
- try {
634
- const canvas = document.createElement("canvas");
635
- return !!(window.WebGL2RenderingContext && canvas.getContext("webgl2"));
636
- } catch (e) {
637
- return false;
638
- }
639
- };
640
- class ReflectionsPass extends Pass {
641
- constructor(ssrEffect, options = {}) {
642
- super("ReflectionsPass");
643
- this.ssrEffect = void 0;
644
- this.cachedMaterials = /* @__PURE__ */ new WeakMap();
645
- this.USE_MRT = false;
646
- this.webgl1DepthPass = null;
647
- this.visibleMeshes = [];
648
- this.ssrEffect = ssrEffect;
649
- this._scene = ssrEffect._scene;
650
- this._camera = ssrEffect._camera;
651
- this.fullscreenMaterial = new ReflectionsMaterial();
652
- if (ssrEffect._camera.isPerspectiveCamera)
653
- this.fullscreenMaterial.defines.PERSPECTIVE_CAMERA = "";
654
- const width = options.width || typeof window !== "undefined" ? window.innerWidth : 2e3;
655
- const height = options.height || typeof window !== "undefined" ? window.innerHeight : 1e3;
656
- this.renderTarget = new WebGLRenderTarget(width, height, {
657
- minFilter: LinearFilter,
658
- magFilter: LinearFilter,
659
- type: HalfFloatType,
660
- depthBuffer: false
661
- });
662
- this.renderPass = new RenderPass(this._scene, this._camera);
663
- this.USE_MRT = isWebGL2Available();
664
- if (this.USE_MRT) {
665
- this.gBuffersRenderTarget = new WebGLMultipleRenderTargets(width, height, 2, {
666
- minFilter: LinearFilter,
667
- magFilter: LinearFilter
668
- });
669
- this.normalTexture = this.gBuffersRenderTarget.texture[0];
670
- this.depthTexture = this.gBuffersRenderTarget.texture[1];
671
- } else {
672
- this.webgl1DepthPass = new DepthPass(this._scene, this._camera);
673
- this.webgl1DepthPass.renderTarget.minFilter = LinearFilter;
674
- this.webgl1DepthPass.renderTarget.magFilter = LinearFilter;
675
- this.webgl1DepthPass.renderTarget.texture.minFilter = LinearFilter;
676
- this.webgl1DepthPass.renderTarget.texture.magFilter = LinearFilter;
677
- this.webgl1DepthPass.setSize(
678
- typeof window !== "undefined" ? window.innerWidth : 2e3,
679
- typeof window !== "undefined" ? window.innerHeight : 1e3
680
- );
681
- this.gBuffersRenderTarget = new WebGLRenderTarget(width, height, {
682
- minFilter: LinearFilter,
683
- magFilter: LinearFilter
684
- });
685
- this.normalTexture = this.gBuffersRenderTarget.texture;
686
- this.depthTexture = this.webgl1DepthPass.texture;
687
- }
688
- this.fullscreenMaterial.uniforms.normalTexture.value = this.normalTexture;
689
- this.fullscreenMaterial.uniforms.depthTexture.value = this.depthTexture;
690
- this.fullscreenMaterial.uniforms.accumulatedTexture.value = this.ssrEffect.temporalResolvePass.accumulatedTexture;
691
- this.fullscreenMaterial.uniforms.cameraMatrixWorld.value = this._camera.matrixWorld;
692
- this.fullscreenMaterial.uniforms._projectionMatrix.value = this._camera.projectionMatrix;
693
- this.fullscreenMaterial.uniforms._inverseProjectionMatrix.value = this._camera.projectionMatrixInverse;
694
- }
695
- setSize(width, height) {
696
- this.renderTarget.setSize(width * this.ssrEffect.resolutionScale, height * this.ssrEffect.resolutionScale);
697
- this.gBuffersRenderTarget.setSize(width * this.ssrEffect.resolutionScale, height * this.ssrEffect.resolutionScale);
698
- this.fullscreenMaterial.uniforms.accumulatedTexture.value = this.ssrEffect.temporalResolvePass.accumulatedTexture;
699
- this.fullscreenMaterial.needsUpdate = true;
700
- }
701
- dispose() {
702
- this.renderTarget.dispose();
703
- this.gBuffersRenderTarget.dispose();
704
- this.renderPass.dispose();
705
- if (!this.USE_MRT)
706
- this.webgl1DepthPass.dispose();
707
- this.fullscreenMaterial.dispose();
708
- this.normalTexture = null;
709
- this.depthTexture = null;
710
- this.velocityTexture = null;
711
- }
712
- keepMaterialMapUpdated(mrtMaterial, originalMaterial, prop, define) {
713
- if (this.ssrEffect[define]) {
714
- if (originalMaterial[prop] !== mrtMaterial[prop]) {
715
- mrtMaterial[prop] = originalMaterial[prop];
716
- mrtMaterial.uniforms[prop].value = originalMaterial[prop];
717
- if (originalMaterial[prop]) {
718
- mrtMaterial.defines[define] = "";
719
- } else {
720
- delete mrtMaterial.defines[define];
721
- }
722
- mrtMaterial.needsUpdate = true;
723
- }
724
- } else if (mrtMaterial[prop] !== void 0) {
725
- mrtMaterial[prop] = void 0;
726
- mrtMaterial.uniforms[prop].value = void 0;
727
- delete mrtMaterial.defines[define];
728
- mrtMaterial.needsUpdate = true;
729
- }
730
- }
731
- setMRTMaterialInScene() {
732
- this.visibleMeshes = getVisibleChildren(this._scene);
733
- for (const c of this.visibleMeshes) {
734
- if (c.material) {
735
- const originalMaterial = c.material;
736
- let [cachedOriginalMaterial, mrtMaterial] = this.cachedMaterials.get(c) || [];
737
- if (originalMaterial !== cachedOriginalMaterial) {
738
- if (mrtMaterial)
739
- mrtMaterial.dispose();
740
- mrtMaterial = new MRTMaterial();
741
- if (this.USE_MRT)
742
- mrtMaterial.defines.USE_MRT = "";
743
- mrtMaterial.normalScale = originalMaterial.normalScale;
744
- mrtMaterial.uniforms.normalScale.value = originalMaterial.normalScale;
745
- const map = originalMaterial.map || originalMaterial.normalMap || originalMaterial.roughnessMap || originalMaterial.metalnessMap;
746
- if (map)
747
- mrtMaterial.uniforms.uvTransform.value = map.matrix;
748
- this.cachedMaterials.set(c, [originalMaterial, mrtMaterial]);
749
- }
750
- this.keepMaterialMapUpdated(mrtMaterial, originalMaterial, "normalMap", "useNormalMap");
751
- this.keepMaterialMapUpdated(mrtMaterial, originalMaterial, "roughnessMap", "useRoughnessMap");
752
- mrtMaterial.uniforms.roughness.value = this.ssrEffect.selection.size === 0 || this.ssrEffect.selection.has(c) ? originalMaterial.roughness || 0 : 1e11;
753
- c.material = mrtMaterial;
754
- }
755
- }
756
- }
757
- unsetMRTMaterialInScene() {
758
- for (const c of this.visibleMeshes) {
759
- var _c$material;
760
- if (((_c$material = c.material) == null ? void 0 : _c$material.type) === "MRTMaterial") {
761
- c.visible = true;
762
- const [originalMaterial] = this.cachedMaterials.get(c);
763
- c.material = originalMaterial;
764
- }
765
- }
766
- }
767
- render(renderer, inputBuffer) {
768
- this.setMRTMaterialInScene();
769
- renderer.setRenderTarget(this.gBuffersRenderTarget);
770
- this.renderPass.render(renderer, this.gBuffersRenderTarget);
771
- this.unsetMRTMaterialInScene();
772
- if (!this.USE_MRT)
773
- this.webgl1DepthPass.renderPass.render(renderer, this.webgl1DepthPass.renderTarget);
774
- this.fullscreenMaterial.uniforms.inputTexture.value = inputBuffer.texture;
775
- this.fullscreenMaterial.uniforms.samples.value = this.ssrEffect.temporalResolvePass.samples;
776
- this.fullscreenMaterial.uniforms.cameraNear.value = this._camera.near;
777
- this.fullscreenMaterial.uniforms.cameraFar.value = this._camera.far;
778
- this.fullscreenMaterial.uniforms.viewMatrix.value.copy(this._camera.matrixWorldInverse);
779
- renderer.setRenderTarget(this.renderTarget);
780
- renderer.render(this.scene, this.camera);
781
- }
782
- }
783
- const defaultSSROptions = {
784
- intensity: 1,
785
- exponent: 1,
786
- distance: 10,
787
- fade: 0,
788
- roughnessFade: 1,
789
- thickness: 10,
790
- ior: 1.45,
791
- maxRoughness: 1,
792
- maxDepthDifference: 10,
793
- blend: 0.9,
794
- correction: 1,
795
- correctionRadius: 1,
796
- blur: 0.5,
797
- blurKernel: 1,
798
- blurSharpness: 10,
799
- jitter: 0,
800
- jitterRoughness: 0,
801
- steps: 20,
802
- refineSteps: 5,
803
- missedRays: true,
804
- useNormalMap: true,
805
- useRoughnessMap: true,
806
- resolutionScale: 1,
807
- velocityResolutionScale: 1
808
- };
809
- const temporalResolve = (
810
- /* glsl */
811
- `
812
- uniform sampler2D inputTexture;
813
- uniform sampler2D accumulatedTexture;
814
- uniform sampler2D velocityTexture;
815
- uniform sampler2D lastVelocityTexture;
816
- uniform float blend;
817
- uniform float correction;
818
- uniform float exponent;
819
- uniform float samples;
820
- uniform vec2 invTexSize;
821
- uniform mat4 curInverseProjectionMatrix;
822
- uniform mat4 curCameraMatrixWorld;
823
- uniform mat4 prevInverseProjectionMatrix;
824
- uniform mat4 prevCameraMatrixWorld;
825
- varying vec2 vUv;
826
-
827
- #define MAX_NEIGHBOR_DEPTH_DIFFERENCE 0.001
828
- #define FLOAT_EPSILON 0.00001
829
- #define FLOAT_ONE_MINUS_EPSILON 0.99999
830
-
831
- vec3 transformexponent;
832
- vec3 undoColorTransformExponent;
833
-
834
- vec3 transformColor(vec3 color) {
835
- if (exponent == 1.0) return color;
836
- return pow(abs(color), transformexponent);
837
- }
838
-
839
- vec3 undoColorTransform(vec3 color) {
840
- if (exponent == 1.0) return color;
841
- return max(pow(abs(color), undoColorTransformExponent), vec3(0.0));
842
- }
843
-
844
- void main() {
845
- if (exponent != 1.0){
846
- transformexponent = vec3(1.0 / exponent);
847
- undoColorTransformExponent = vec3(exponent);
848
- }
849
-
850
- vec4 inputTexel = textureLod(inputTexture, vUv, 0.0);
851
- vec4 accumulatedTexel;
852
- vec3 inputColor = transformColor(inputTexel.rgb);
853
- vec3 accumulatedColor;
854
- float alpha = inputTexel.a;
855
- float velocityDisocclusion;
856
- bool didReproject = false;
857
-
858
- #ifdef boxBlur
859
- vec3 boxBlurredColor = inputTexel.rgb;
860
- #endif
861
-
862
- vec4 velocity = textureLod(velocityTexture, vUv, 0.0);
863
- bool isMoving = alpha < 1.0 || dot(velocity.xy, velocity.xy) > 0.0;
864
- if (isMoving) {
865
- vec3 minNeighborColor = inputColor;
866
- vec3 maxNeighborColor = inputColor;
867
- vec3 col;
868
- vec2 neighborUv;
869
- vec2 reprojectedUv = vUv-velocity.xy;
870
- vec4 lastVelocity = textureLod(lastVelocityTexture, reprojectedUv, 0.0);
871
- float depth = velocity.b;
872
- float closestDepth = depth;
873
- float lastClosestDepth = lastVelocity.b;
874
- float neighborDepth;
875
- float lastNeighborDepth;
876
-
877
- for (int x = -correctionRadius; x <= correctionRadius; x++) {
878
- for (int y = -correctionRadius; y <= correctionRadius; y++) {
879
- if (x != 0 || y != 0) {
880
- neighborUv = vUv + vec2(x,y) * invTexSize;
881
- vec4 neigborVelocity = textureLod(velocityTexture, neighborUv, 0.0);
882
- neighborDepth = neigborVelocity.b;
883
- col = textureLod(inputTexture, neighborUv, 0.0).xyz;
884
- int absX = abs(x);
885
- int absY = abs(y);
886
-
887
- #ifdef dilation
888
- if (absX == 1 && absY == 1) {
889
- if (neighborDepth > closestDepth) {
890
- velocity=neigborVelocity;
891
- closestDepth=neighborDepth;
892
- }
893
-
894
- vec4 lastNeighborVelocity = textureLod(velocityTexture, vUv + vec2(x, y) * invTexSize, 0.0);
895
- lastNeighborDepth = lastNeighborVelocity.b;
896
-
897
- if (neighborDepth > closestDepth) {
898
- lastVelocity = lastNeighborVelocity;
899
- lastClosestDepth = lastNeighborDepth;
900
- }
901
- }
902
- #endif
903
-
904
- if (abs(depth-neighborDepth) < MAX_NEIGHBOR_DEPTH_DIFFERENCE) {
905
- #ifdef boxBlur
906
- if (absX <= 2 && absY <= 2) boxBlurredColor += col;
907
- #endif
908
-
909
- col = transformColor(col);
910
- minNeighborColor = min(col, minNeighborColor);
911
- maxNeighborColor = max(col, maxNeighborColor);
912
- }
913
- }
914
- }
915
- }
916
-
917
- float velocityLength = length(lastVelocity.xy - velocity.xy);
918
- velocityDisocclusion = (velocityLength - 0.000005) * 10.0;
919
- velocityDisocclusion *= velocityDisocclusion;
920
- reprojectedUv = vUv - velocity.xy;
921
-
922
- #ifdef boxBlur
923
- float pxRadius = correctionRadius > 5 ? 121.0 : pow(float(correctionRadius * 2 + 1), 2.0);
924
- boxBlurredColor /= pxRadius;
925
- boxBlurredColor = transformColor(boxBlurredColor);
926
- #endif
927
-
928
- if (
929
- reprojectedUv.x >=0.0 &&
930
- reprojectedUv.x <= 1.0 &&
931
- reprojectedUv.y >= 0.0 &&
932
- reprojectedUv.y <= 1.0
933
- ) {
934
- accumulatedTexel = textureLod(accumulatedTexture, reprojectedUv, 0.0);
935
- accumulatedColor = transformColor(accumulatedTexel.rgb);
936
- vec3 clampedColor = clamp(accumulatedColor, minNeighborColor, maxNeighborColor);
937
- accumulatedColor = mix(accumulatedColor, clampedColor, correction);
938
- didReproject = true;
939
- } else {
940
- #ifdef boxBlur
941
- accumulatedColor=boxBlurredColor;
942
- #else
943
- accumulatedColor=inputColor;
944
- #endif
945
- }
946
-
947
- if (velocity.r > FLOAT_ONE_MINUS_EPSILON && velocity.g > FLOAT_ONE_MINUS_EPSILON) {
948
- alpha = 0.0;
949
- velocityDisocclusion = 1.0;
950
- }
951
- } else {
952
- accumulatedColor = transformColor(textureLod(accumulatedTexture, vUv, 0.0).rgb);
953
- }
954
-
955
- vec3 outputColor = inputColor;
956
-
957
- #include <custom_compose_shader>
958
-
959
- gl_FragColor = vec4(undoColorTransform(outputColor), alpha);
960
- }
961
- `
962
- );
963
- class TemporalResolveMaterial extends ShaderMaterial {
964
- constructor(customComposeShader) {
965
- const fragmentShader2 = temporalResolve.replace("#include <custom_compose_shader>", customComposeShader);
966
- super({
967
- type: "TemporalResolveMaterial",
968
- uniforms: {
969
- inputTexture: new Uniform(null),
970
- accumulatedTexture: new Uniform(null),
971
- velocityTexture: new Uniform(null),
972
- lastVelocityTexture: new Uniform(null),
973
- samples: new Uniform(1),
974
- blend: new Uniform(0.5),
975
- correction: new Uniform(1),
976
- exponent: new Uniform(1),
977
- invTexSize: new Uniform(new Vector2())
978
- },
979
- defines: {
980
- correctionRadius: 1
981
- },
982
- vertexShader,
983
- fragmentShader: fragmentShader2
984
- });
985
- }
986
- }
987
- const prev_skinning_pars_vertex = (
988
- /* glsl */
989
- `
990
- #ifdef USE_SKINNING
991
- #ifdef BONE_TEXTURE
992
- uniform sampler2D prevBoneTexture;
993
- mat4 getPrevBoneMatrix( const in float i ) {
994
- float j = i * 4.0;
995
- float x = mod( j, float( boneTextureSize ) );
996
- float y = floor( j / float( boneTextureSize ) );
997
- float dx = 1.0 / float( boneTextureSize );
998
- float dy = 1.0 / float( boneTextureSize );
999
- y = dy * ( y + 0.5 );
1000
- vec4 v1 = texture2D( prevBoneTexture, vec2( dx * ( x + 0.5 ), y ) );
1001
- vec4 v2 = texture2D( prevBoneTexture, vec2( dx * ( x + 1.5 ), y ) );
1002
- vec4 v3 = texture2D( prevBoneTexture, vec2( dx * ( x + 2.5 ), y ) );
1003
- vec4 v4 = texture2D( prevBoneTexture, vec2( dx * ( x + 3.5 ), y ) );
1004
- mat4 bone = mat4( v1, v2, v3, v4 );
1005
- return bone;
1006
- }
1007
- #else
1008
- uniform mat4 prevBoneMatrices[ MAX_BONES ];
1009
- mat4 getPrevBoneMatrix( const in float i ) {
1010
- mat4 bone = prevBoneMatrices[ int(i) ];
1011
- return bone;
1012
- }
1013
- #endif
1014
- #endif
1015
- `
1016
- );
1017
- const velocity_vertex = (
1018
- /* glsl */
1019
- `
1020
- vec3 transformed;
1021
-
1022
- // Get the normal
1023
- ${ShaderChunk.skinbase_vertex}
1024
- ${ShaderChunk.beginnormal_vertex}
1025
- ${ShaderChunk.skinnormal_vertex}
1026
- ${ShaderChunk.defaultnormal_vertex}
1027
-
1028
- // Get the current vertex position
1029
- transformed = vec3( position );
1030
- ${ShaderChunk.skinning_vertex}
1031
- newPosition = velocityMatrix * vec4( transformed, 1.0 );
1032
-
1033
- // Get the previous vertex position
1034
- transformed = vec3( position );
1035
- ${ShaderChunk.skinbase_vertex.replace(/mat4 /g, "").replace(/getBoneMatrix/g, "getPrevBoneMatrix")}
1036
- ${ShaderChunk.skinning_vertex.replace(/vec4 /g, "")}
1037
- prevPosition = prevVelocityMatrix * vec4( transformed, 1.0 );
1038
-
1039
- gl_Position = newPosition;
1040
- `
1041
- );
1042
- class VelocityMaterial extends ShaderMaterial {
1043
- constructor() {
1044
- super({
1045
- uniforms: {
1046
- prevVelocityMatrix: {
1047
- value: new Matrix4()
1048
- },
1049
- velocityMatrix: {
1050
- value: new Matrix4()
1051
- },
1052
- prevBoneTexture: {
1053
- value: null
1054
- },
1055
- interpolateGeometry: {
1056
- value: 0
1057
- },
1058
- intensity: {
1059
- value: 1
1060
- },
1061
- boneTexture: {
1062
- value: null
1063
- },
1064
- alphaTest: {
1065
- value: 0
1066
- },
1067
- map: {
1068
- value: null
1069
- },
1070
- alphaMap: {
1071
- value: null
1072
- },
1073
- opacity: {
1074
- value: 1
1075
- }
1076
- },
1077
- vertexShader: (
1078
- /* glsl */
1079
- `
1080
- #define MAX_BONES 1024
1081
-
1082
- ${ShaderChunk.skinning_pars_vertex}
1083
- ${prev_skinning_pars_vertex}
1084
-
1085
- uniform mat4 velocityMatrix;
1086
- uniform mat4 prevVelocityMatrix;
1087
- uniform float interpolateGeometry;
1088
- varying vec4 prevPosition;
1089
- varying vec4 newPosition;
1090
- varying vec2 vHighPrecisionZW;
1091
-
1092
- void main() {
1093
-
1094
- ${velocity_vertex}
1095
-
1096
- vHighPrecisionZW = gl_Position.zw;
1097
-
1098
- }`
1099
- ),
1100
- fragmentShader: (
1101
- /* glsl */
1102
- `
1103
- uniform float intensity;
1104
- varying vec4 prevPosition;
1105
- varying vec4 newPosition;
1106
- varying vec2 vHighPrecisionZW;
1107
-
1108
- void main() {
1109
- #ifdef FULL_MOVEMENT
1110
- gl_FragColor = vec4( 1., 1., 1. - gl_FragCoord.z, 0. );
1111
- return;
1112
- #endif
1113
-
1114
- vec2 pos0 = (prevPosition.xy / prevPosition.w) * 0.5 + 0.5;
1115
- vec2 pos1 = (newPosition.xy / newPosition.w) * 0.5 + 0.5;
1116
-
1117
- vec2 vel = pos1 - pos0;
1118
-
1119
- float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
1120
-
1121
- gl_FragColor = vec4( vel, 1. - fragCoordZ, 0. );
1122
-
1123
- }`
1124
- )
1125
- });
1126
- this.isVelocityMaterial = true;
1127
- }
1128
- }
1129
- const backgroundColor = new Color(0);
1130
- const updateProperties = ["visible", "wireframe", "side"];
1131
- class VelocityPass extends Pass {
1132
- constructor(scene, camera) {
1133
- var _window, _window2;
1134
- super("VelocityPass");
1135
- this.cachedMaterials = /* @__PURE__ */ new WeakMap();
1136
- this.lastCameraTransform = {
1137
- position: new Vector3(),
1138
- quaternion: new Quaternion()
1139
- };
1140
- this.visibleMeshes = [];
1141
- this.renderedMeshesThisFrame = 0;
1142
- this.renderedMeshesLastFrame = 0;
1143
- this._scene = scene;
1144
- this._camera = camera;
1145
- this.renderTarget = new WebGLRenderTarget(
1146
- ((_window = window) == null ? void 0 : _window.innerWidth) || 1e3,
1147
- ((_window2 = window) == null ? void 0 : _window2.innerHeight) || 1e3,
1148
- {
1149
- type: HalfFloatType
1150
- }
1151
- );
1152
- }
1153
- setVelocityMaterialInScene() {
1154
- this.renderedMeshesThisFrame = 0;
1155
- this.visibleMeshes = getVisibleChildren(this._scene);
1156
- for (const c of this.visibleMeshes) {
1157
- var _c$skeleton2;
1158
- const originalMaterial = c.material;
1159
- let [cachedOriginalMaterial, velocityMaterial] = this.cachedMaterials.get(c) || [];
1160
- if (originalMaterial !== cachedOriginalMaterial) {
1161
- var _c$skeleton;
1162
- velocityMaterial = new VelocityMaterial();
1163
- velocityMaterial.lastMatrixWorld = new Matrix4();
1164
- c.material = velocityMaterial;
1165
- if ((_c$skeleton = c.skeleton) != null && _c$skeleton.boneTexture)
1166
- this.saveBoneTexture(c);
1167
- this.cachedMaterials.set(c, [originalMaterial, velocityMaterial]);
1168
- }
1169
- velocityMaterial.uniforms.velocityMatrix.value.multiplyMatrices(this._camera.projectionMatrix, c.modelViewMatrix);
1170
- if (c.userData.needsUpdatedReflections || originalMaterial.map instanceof VideoTexture) {
1171
- if (!("FULL_MOVEMENT" in velocityMaterial.defines))
1172
- velocityMaterial.needsUpdate = true;
1173
- velocityMaterial.defines.FULL_MOVEMENT = "";
1174
- } else {
1175
- if ("FULL_MOVEMENT" in velocityMaterial.defines) {
1176
- delete velocityMaterial.defines.FULL_MOVEMENT;
1177
- velocityMaterial.needsUpdate = true;
1178
- }
1179
- }
1180
- c.visible = this.cameraMovedThisFrame || !c.matrixWorld.equals(velocityMaterial.lastMatrixWorld) || c.skeleton || "FULL_MOVEMENT" in velocityMaterial.defines;
1181
- c.material = velocityMaterial;
1182
- if (!c.visible)
1183
- continue;
1184
- this.renderedMeshesThisFrame++;
1185
- for (const prop of updateProperties)
1186
- velocityMaterial[prop] = originalMaterial[prop];
1187
- if ((_c$skeleton2 = c.skeleton) != null && _c$skeleton2.boneTexture) {
1188
- velocityMaterial.defines.USE_SKINNING = "";
1189
- velocityMaterial.defines.BONE_TEXTURE = "";
1190
- velocityMaterial.uniforms.boneTexture.value = c.skeleton.boneTexture;
1191
- }
1192
- }
1193
- }
1194
- saveBoneTexture(object) {
1195
- let boneTexture = object.material.uniforms.prevBoneTexture.value;
1196
- if (boneTexture && boneTexture.image.width === object.skeleton.boneTexture.width) {
1197
- boneTexture = object.material.uniforms.prevBoneTexture.value;
1198
- boneTexture.image.data.set(object.skeleton.boneTexture.image.data);
1199
- } else {
1200
- var _boneTexture;
1201
- (_boneTexture = boneTexture) == null ? void 0 : _boneTexture.dispose();
1202
- const boneMatrices = object.skeleton.boneTexture.image.data.slice();
1203
- const size = object.skeleton.boneTexture.image.width;
1204
- boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
1205
- object.material.uniforms.prevBoneTexture.value = boneTexture;
1206
- boneTexture.needsUpdate = true;
1207
- }
1208
- }
1209
- unsetVelocityMaterialInScene() {
1210
- for (const c of this.visibleMeshes) {
1211
- if (c.material.isVelocityMaterial) {
1212
- var _c$skeleton3;
1213
- c.visible = true;
1214
- c.material.lastMatrixWorld.copy(c.matrixWorld);
1215
- c.material.uniforms.prevVelocityMatrix.value.multiplyMatrices(this._camera.projectionMatrix, c.modelViewMatrix);
1216
- if ((_c$skeleton3 = c.skeleton) != null && _c$skeleton3.boneTexture)
1217
- this.saveBoneTexture(c);
1218
- c.material = this.cachedMaterials.get(c)[0];
1219
- }
1220
- }
1221
- }
1222
- setSize(width, height) {
1223
- this.renderTarget.setSize(width, height);
1224
- }
1225
- renderVelocity(renderer) {
1226
- renderer.setRenderTarget(this.renderTarget);
1227
- if (this.renderedMeshesThisFrame > 0) {
1228
- const { background } = this._scene;
1229
- this._scene.background = backgroundColor;
1230
- renderer.render(this._scene, this._camera);
1231
- this._scene.background = background;
1232
- } else {
1233
- renderer.clearColor();
1234
- }
1235
- }
1236
- checkCameraMoved() {
1237
- const moveDist = this.lastCameraTransform.position.distanceToSquared(this._camera.position);
1238
- const rotateDist = 8 * (1 - this.lastCameraTransform.quaternion.dot(this._camera.quaternion));
1239
- if (moveDist > 1e-6 || rotateDist > 1e-6) {
1240
- this.lastCameraTransform.position.copy(this._camera.position);
1241
- this.lastCameraTransform.quaternion.copy(this._camera.quaternion);
1242
- return true;
1243
- }
1244
- return false;
1245
- }
1246
- render(renderer) {
1247
- this.cameraMovedThisFrame = this.checkCameraMoved();
1248
- this.setVelocityMaterialInScene();
1249
- if (this.renderedMeshesThisFrame > 0 || this.renderedMeshesLastFrame > 0)
1250
- this.renderVelocity(renderer);
1251
- this.unsetVelocityMaterialInScene();
1252
- this.renderedMeshesLastFrame = this.renderedMeshesThisFrame;
1253
- }
1254
- }
1255
- const zeroVec2 = new Vector2();
1256
- class TemporalResolvePass extends Pass {
1257
- constructor(scene, camera, customComposeShader, options = {}) {
1258
- super("TemporalResolvePass");
1259
- this.velocityPass = null;
1260
- this.velocityResolutionScale = 1;
1261
- this.samples = 1;
1262
- this.lastCameraTransform = {
1263
- position: new Vector3(),
1264
- quaternion: new Quaternion()
1265
- };
1266
- this._scene = scene;
1267
- this._camera = camera;
1268
- this.renderTarget = new WebGLRenderTarget(1, 1, {
1269
- minFilter: LinearFilter,
1270
- magFilter: LinearFilter,
1271
- type: HalfFloatType,
1272
- depthBuffer: false
1273
- });
1274
- this.velocityPass = new VelocityPass(scene, camera);
1275
- this.fullscreenMaterial = new TemporalResolveMaterial(customComposeShader);
1276
- this.fullscreenMaterial.defines.correctionRadius = options.correctionRadius || 1;
1277
- if (options.dilation)
1278
- this.fullscreenMaterial.defines.dilation = "";
1279
- if (options.boxBlur)
1280
- this.fullscreenMaterial.defines.boxBlur = "";
1281
- this.setupFramebuffers(1, 1);
1282
- this.checkCanUseSharedVelocityTexture();
1283
- }
1284
- dispose() {
1285
- if (this._scene.userData.velocityTexture === this.velocityPass.renderTarget.texture) {
1286
- delete this._scene.userData.velocityTexture;
1287
- delete this._scene.userData.lastVelocityTexture;
1288
- }
1289
- this.renderTarget.dispose();
1290
- this.accumulatedTexture.dispose();
1291
- this.fullscreenMaterial.dispose();
1292
- this.velocityPass.dispose();
1293
- }
1294
- setSize(width, height) {
1295
- this.renderTarget.setSize(width, height);
1296
- this.velocityPass.setSize(width * this.velocityResolutionScale, height * this.velocityResolutionScale);
1297
- this.velocityPass.renderTarget.texture.minFilter = this.velocityResolutionScale === 1 ? NearestFilter : LinearFilter;
1298
- this.velocityPass.renderTarget.texture.magFilter = this.velocityResolutionScale === 1 ? NearestFilter : LinearFilter;
1299
- this.velocityPass.renderTarget.texture.needsUpdate = true;
1300
- this.fullscreenMaterial.uniforms.invTexSize.value.set(1 / width, 1 / height);
1301
- this.setupFramebuffers(width, height);
1302
- }
1303
- setupFramebuffers(width, height) {
1304
- if (this.accumulatedTexture)
1305
- this.accumulatedTexture.dispose();
1306
- if (this.lastVelocityTexture)
1307
- this.lastVelocityTexture.dispose();
1308
- this.accumulatedTexture = new FramebufferTexture(width, height, RGBAFormat);
1309
- this.accumulatedTexture.minFilter = LinearFilter;
1310
- this.accumulatedTexture.magFilter = LinearFilter;
1311
- this.accumulatedTexture.type = HalfFloatType;
1312
- this.lastVelocityTexture = new FramebufferTexture(
1313
- width * this.velocityResolutionScale,
1314
- height * this.velocityResolutionScale,
1315
- RGBAFormat
1316
- );
1317
- this.lastVelocityTexture.minFilter = this.velocityResolutionScale === 1 ? NearestFilter : LinearFilter;
1318
- this.lastVelocityTexture.magFilter = this.velocityResolutionScale === 1 ? NearestFilter : LinearFilter;
1319
- this.lastVelocityTexture.type = HalfFloatType;
1320
- this.fullscreenMaterial.uniforms.accumulatedTexture.value = this.accumulatedTexture;
1321
- this.fullscreenMaterial.uniforms.lastVelocityTexture.value = this.lastVelocityTexture;
1322
- this.fullscreenMaterial.needsUpdate = true;
1323
- }
1324
- checkCanUseSharedVelocityTexture() {
1325
- const canUseSharedVelocityTexture = this._scene.userData.velocityTexture && this.velocityPass.renderTarget.texture !== this._scene.userData.velocityTexture;
1326
- if (canUseSharedVelocityTexture) {
1327
- if (this.velocityPass.renderTarget.texture === this.fullscreenMaterial.uniforms.velocityTexture.value) {
1328
- this.fullscreenMaterial.uniforms.lastVelocityTexture.value = this._scene.userData.lastVelocityTexture;
1329
- this.fullscreenMaterial.uniforms.velocityTexture.value = this._scene.userData.velocityTexture;
1330
- this.fullscreenMaterial.needsUpdate = true;
1331
- }
1332
- } else {
1333
- if (this.velocityPass.renderTarget.texture !== this.fullscreenMaterial.uniforms.velocityTexture.value) {
1334
- this.fullscreenMaterial.uniforms.velocityTexture.value = this.velocityPass.renderTarget.texture;
1335
- this.fullscreenMaterial.uniforms.lastVelocityTexture.value = this.lastVelocityTexture;
1336
- this.fullscreenMaterial.needsUpdate = true;
1337
- if (!this._scene.userData.velocityTexture) {
1338
- this._scene.userData.velocityTexture = this.velocityPass.renderTarget.texture;
1339
- this._scene.userData.lastVelocityTexture = this.lastVelocityTexture;
1340
- }
1341
- }
1342
- }
1343
- return this.velocityPass.renderTarget.texture !== this.fullscreenMaterial.uniforms.velocityTexture.value;
1344
- }
1345
- checkNeedsResample() {
1346
- const moveDist = this.lastCameraTransform.position.distanceToSquared(this._camera.position);
1347
- const rotateDist = 8 * (1 - this.lastCameraTransform.quaternion.dot(this._camera.quaternion));
1348
- if (moveDist > 1e-6 || rotateDist > 1e-6) {
1349
- this.samples = 1;
1350
- this.lastCameraTransform.position.copy(this._camera.position);
1351
- this.lastCameraTransform.quaternion.copy(this._camera.quaternion);
1352
- }
1353
- }
1354
- render(renderer) {
1355
- this.samples++;
1356
- this.checkNeedsResample();
1357
- this.fullscreenMaterial.uniforms.samples.value = this.samples;
1358
- renderer.setRenderTarget(this.renderTarget);
1359
- renderer.render(this.scene, this.camera);
1360
- if (Number(REVISION) >= 165) {
1361
- renderer.copyFramebufferToTexture(this.accumulatedTexture, zeroVec2);
1362
- renderer.setRenderTarget(this.velocityPass.renderTarget);
1363
- renderer.copyFramebufferToTexture(this.lastVelocityTexture, zeroVec2);
1364
- } else {
1365
- renderer.copyFramebufferToTexture(zeroVec2, this.accumulatedTexture);
1366
- renderer.setRenderTarget(this.velocityPass.renderTarget);
1367
- renderer.copyFramebufferToTexture(zeroVec2, this.accumulatedTexture);
1368
- }
1369
- }
1370
- }
1371
- const halton = function halton2(index, base) {
1372
- let fraction = 1;
1373
- let result = 0;
1374
- while (index > 0) {
1375
- fraction /= base;
1376
- result += fraction * (index % base);
1377
- index = ~~(index / base);
1378
- }
1379
- return result;
1380
- };
1381
- const generateHalton23Points = (count) => {
1382
- const data = [];
1383
- let i = 1;
1384
- const end = i + count;
1385
- for (; i < end; i++) {
1386
- data.push([halton(i, 2) - 0.5, halton(i, 3) - 0.5]);
1387
- }
1388
- return data;
1389
- };
1390
- function escapeRegExp(string) {
1391
- return string.replace(/[.*+?^${}()|[\]\\]/g, "\\$&");
1392
- }
1393
- const worldposReplace = (
1394
- /* glsl */
1395
- `
1396
- #if defined( USE_ENVMAP ) || defined( ) || defined ( USE_SHADOWMAP )
1397
- vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );
1398
-
1399
- #ifdef BOX_PROJECTED_ENV_MAP
1400
- vWorldPosition = worldPosition.xyz;
1401
- #endif
1402
- #endif
1403
- `
1404
- );
1405
- const boxProjectDefinitions = (
1406
- /* glsl */
1407
- `
1408
- #ifdef BOX_PROJECTED_ENV_MAP
1409
- uniform vec3 envMapSize;
1410
- uniform vec3 envMapPosition;
1411
- varying vec3 vWorldPosition;
1412
-
1413
- vec3 parallaxCorrectNormal( vec3 v, vec3 cubeSize, vec3 cubePos ) {
1414
- vec3 nDir = normalize( v );
1415
-
1416
- vec3 rbmax = ( .5 * cubeSize + cubePos - vWorldPosition ) / nDir;
1417
- vec3 rbmin = ( -.5 * cubeSize + cubePos - vWorldPosition ) / nDir;
1418
-
1419
- vec3 rbminmax;
1420
-
1421
- rbminmax.x = ( nDir.x > 0. ) ? rbmax.x : rbmin.x;
1422
- rbminmax.y = ( nDir.y > 0. ) ? rbmax.y : rbmin.y;
1423
- rbminmax.z = ( nDir.z > 0. ) ? rbmax.z : rbmin.z;
1424
-
1425
- float correction = min( min( rbminmax.x, rbminmax.y ), rbminmax.z );
1426
- vec3 boxIntersection = vWorldPosition + nDir * correction;
1427
-
1428
- return boxIntersection - cubePos;
1429
- }
1430
- #endif
1431
- `
1432
- );
1433
- const getIBLIrradiance_patch = (
1434
- /* glsl */
1435
- `
1436
- #ifdef BOX_PROJECTED_ENV_MAP
1437
- worldNormal = parallaxCorrectNormal( worldNormal, envMapSize, envMapPosition );
1438
- #endif
1439
- `
1440
- );
1441
- const getIBLRadiance_patch = (
1442
- /* glsl */
1443
- `
1444
- #ifdef BOX_PROJECTED_ENV_MAP
1445
- reflectVec = parallaxCorrectNormal( reflectVec, envMapSize, envMapPosition );
1446
- #endif
1447
- `
1448
- );
1449
- function useBoxProjectedEnvMap(shader, envMapPosition, envMapSize) {
1450
- shader.defines.BOX_PROJECTED_ENV_MAP = "";
1451
- shader.uniforms.envMapPosition = {
1452
- value: envMapPosition
1453
- };
1454
- shader.uniforms.envMapSize = {
1455
- value: envMapSize
1456
- };
1457
- const line1 = new RegExp(
1458
- escapeRegExp("vec3 worldNormal = inverseTransformDirection ( normal , viewMatrix ) ;").replaceAll(" ", "\\s*"),
1459
- "g"
1460
- );
1461
- const line2 = new RegExp(
1462
- escapeRegExp("reflectVec = inverseTransformDirection ( reflectVec , viewMatrix ) ;").replaceAll(" ", "\\s*"),
1463
- "g"
1464
- );
1465
- shader.vertexShader = "varying vec3 vWorldPosition;\n" + shader.vertexShader.replace("#include <worldpos_vertex>", worldposReplace);
1466
- shader.fragmentShader = boxProjectDefinitions + "\n" + shader.fragmentShader.replace("#include <envmap_physical_pars_fragment>", ShaderChunk.envmap_physical_pars_fragment).replace(
1467
- line1,
1468
- `vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
1469
- ${getIBLIrradiance_patch}`
1470
- ).replace(
1471
- line2,
1472
- `reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
1473
- ${getIBLRadiance_patch}`
1474
- );
1475
- }
1476
- const noResetSamplesProperties = ["blur", "blurSharpness", "blurKernel"];
1477
- const defaultCubeRenderTarget = new WebGLCubeRenderTarget(1);
1478
- let pmremGenerator;
1479
- class SSREffect extends Effect {
1480
- /**
1481
- * @param {THREE.Scene} scene The scene of the SSR effect
1482
- * @param {THREE.Camera} camera The camera with which SSR is being rendered
1483
- * @param {SSROptions} [options] The optional options for the SSR effect
1484
- */
1485
- constructor(scene, camera, options = defaultSSROptions) {
1486
- super("SSREffect", finalSSRShader, {
1487
- type: "FinalSSRMaterial",
1488
- uniforms: /* @__PURE__ */ new Map([
1489
- ["reflectionsTexture", new Uniform(null)],
1490
- ["blur", new Uniform(0)],
1491
- ["blurSharpness", new Uniform(0)],
1492
- ["blurKernel", new Uniform(0)]
1493
- ]),
1494
- defines: /* @__PURE__ */ new Map([["RENDER_MODE", "0"]])
1495
- });
1496
- this.haltonSequence = generateHalton23Points(1024);
1497
- this.haltonIndex = 0;
1498
- this.selection = new Selection();
1499
- this.lastSize = void 0;
1500
- this.cubeCamera = new CubeCamera(1e-3, 1e3, defaultCubeRenderTarget);
1501
- this.usingBoxProjectedEnvMap = false;
1502
- this._scene = scene;
1503
- this._camera = camera;
1504
- const trOptions = {
1505
- boxBlur: true,
1506
- dilation: true
1507
- };
1508
- options = { ...defaultSSROptions, ...options, ...trOptions };
1509
- this.temporalResolvePass = new TemporalResolvePass(scene, camera, trCompose, options);
1510
- this.uniforms.get("reflectionsTexture").value = this.temporalResolvePass.renderTarget.texture;
1511
- this.reflectionsPass = new ReflectionsPass(this, options);
1512
- this.temporalResolvePass.fullscreenMaterial.uniforms.inputTexture.value = this.reflectionsPass.renderTarget.texture;
1513
- this.lastSize = {
1514
- width: options.width,
1515
- height: options.height,
1516
- resolutionScale: options.resolutionScale,
1517
- velocityResolutionScale: options.velocityResolutionScale
1518
- };
1519
- this.setSize(options.width, options.height);
1520
- this.makeOptionsReactive(options);
1521
- }
1522
- makeOptionsReactive(options) {
1523
- let needsUpdate = false;
1524
- const reflectionPassFullscreenMaterialUniforms = this.reflectionsPass.fullscreenMaterial.uniforms;
1525
- const reflectionPassFullscreenMaterialUniformsKeys = Object.keys(reflectionPassFullscreenMaterialUniforms);
1526
- for (const key of Object.keys(options)) {
1527
- Object.defineProperty(this, key, {
1528
- get() {
1529
- return options[key];
1530
- },
1531
- set(value) {
1532
- if (options[key] === value && needsUpdate)
1533
- return;
1534
- options[key] = value;
1535
- if (!noResetSamplesProperties.includes(key)) {
1536
- this.setSize(this.lastSize.width, this.lastSize.height, true);
1537
- }
1538
- switch (key) {
1539
- case "resolutionScale":
1540
- this.setSize(this.lastSize.width, this.lastSize.height);
1541
- break;
1542
- case "velocityResolutionScale":
1543
- this.temporalResolvePass.velocityResolutionScale = value;
1544
- this.setSize(this.lastSize.width, this.lastSize.height, true);
1545
- break;
1546
- case "blur":
1547
- this.uniforms.get("blur").value = value;
1548
- break;
1549
- case "blurSharpness":
1550
- this.uniforms.get("blurSharpness").value = value;
1551
- break;
1552
- case "blurKernel":
1553
- this.uniforms.get("blurKernel").value = value;
1554
- break;
1555
- case "steps":
1556
- this.reflectionsPass.fullscreenMaterial.defines.steps = parseInt(value);
1557
- this.reflectionsPass.fullscreenMaterial.needsUpdate = needsUpdate;
1558
- break;
1559
- case "refineSteps":
1560
- this.reflectionsPass.fullscreenMaterial.defines.refineSteps = parseInt(value);
1561
- this.reflectionsPass.fullscreenMaterial.needsUpdate = needsUpdate;
1562
- break;
1563
- case "missedRays":
1564
- if (value) {
1565
- this.reflectionsPass.fullscreenMaterial.defines.missedRays = "";
1566
- } else {
1567
- delete this.reflectionsPass.fullscreenMaterial.defines.missedRays;
1568
- }
1569
- this.reflectionsPass.fullscreenMaterial.needsUpdate = needsUpdate;
1570
- break;
1571
- case "correctionRadius":
1572
- this.temporalResolvePass.fullscreenMaterial.defines.correctionRadius = Math.round(value);
1573
- this.temporalResolvePass.fullscreenMaterial.needsUpdate = needsUpdate;
1574
- break;
1575
- case "blend":
1576
- this.temporalResolvePass.fullscreenMaterial.uniforms.blend.value = value;
1577
- break;
1578
- case "correction":
1579
- this.temporalResolvePass.fullscreenMaterial.uniforms.correction.value = value;
1580
- break;
1581
- case "exponent":
1582
- this.temporalResolvePass.fullscreenMaterial.uniforms.exponent.value = value;
1583
- break;
1584
- case "distance":
1585
- reflectionPassFullscreenMaterialUniforms.rayDistance.value = value;
1586
- default:
1587
- if (reflectionPassFullscreenMaterialUniformsKeys.includes(key)) {
1588
- reflectionPassFullscreenMaterialUniforms[key].value = value;
1589
- }
1590
- }
1591
- }
1592
- });
1593
- this[key] = options[key];
1594
- }
1595
- needsUpdate = true;
1596
- }
1597
- setSize(width, height, force = false) {
1598
- if (!force && width === this.lastSize.width && height === this.lastSize.height && this.resolutionScale === this.lastSize.resolutionScale && this.velocityResolutionScale === this.lastSize.velocityResolutionScale)
1599
- return;
1600
- this.temporalResolvePass.setSize(width, height);
1601
- this.reflectionsPass.setSize(width, height);
1602
- this.lastSize = {
1603
- width,
1604
- height,
1605
- resolutionScale: this.resolutionScale,
1606
- velocityResolutionScale: this.velocityResolutionScale
1607
- };
1608
- }
1609
- generateBoxProjectedEnvMapFallback(renderer, position = new Vector3(), size = new Vector3(), envMapSize = 512) {
1610
- this.cubeCamera.renderTarget.dispose();
1611
- this.cubeCamera.renderTarget = new WebGLCubeRenderTarget(envMapSize);
1612
- this.cubeCamera.position.copy(position);
1613
- this.cubeCamera.updateMatrixWorld();
1614
- this.cubeCamera.update(renderer, this._scene);
1615
- if (!pmremGenerator) {
1616
- pmremGenerator = new PMREMGenerator(renderer);
1617
- pmremGenerator.compileCubemapShader();
1618
- }
1619
- const envMap = pmremGenerator.fromCubemap(this.cubeCamera.renderTarget.texture).texture;
1620
- envMap.minFilter = LinearFilter;
1621
- envMap.magFilter = LinearFilter;
1622
- const reflectionsMaterial = this.reflectionsPass.fullscreenMaterial;
1623
- useBoxProjectedEnvMap(reflectionsMaterial, position, size);
1624
- reflectionsMaterial.fragmentShader = reflectionsMaterial.fragmentShader.replace("vec3 worldPos", "worldPos").replace("varying vec3 vWorldPosition;", "vec3 worldPos;");
1625
- reflectionsMaterial.uniforms.envMapPosition.value.copy(position);
1626
- reflectionsMaterial.uniforms.envMapSize.value.copy(size);
1627
- setupEnvMap(reflectionsMaterial, envMap, envMapSize);
1628
- this.usingBoxProjectedEnvMap = true;
1629
- return envMap;
1630
- }
1631
- setIBLRadiance(iblRadiance, renderer) {
1632
- this._scene.traverse((c) => {
1633
- if (c.material) {
1634
- var _renderer$properties$;
1635
- const uniforms = (_renderer$properties$ = renderer.properties.get(c.material)) == null ? void 0 : _renderer$properties$.uniforms;
1636
- if (uniforms && "disableIBLRadiance" in uniforms) {
1637
- uniforms.disableIBLRadiance.value = iblRadiance;
1638
- }
1639
- }
1640
- });
1641
- }
1642
- deleteBoxProjectedEnvMapFallback() {
1643
- const reflectionsMaterial = this.reflectionsPass.fullscreenMaterial;
1644
- reflectionsMaterial.uniforms.envMap.value = null;
1645
- reflectionsMaterial.fragmentShader = reflectionsMaterial.fragmentShader.replace("worldPos = ", "vec3 worldPos = ");
1646
- delete reflectionsMaterial.defines.BOX_PROJECTED_ENV_MAP;
1647
- reflectionsMaterial.needsUpdate = true;
1648
- this.usingBoxProjectedEnvMap = false;
1649
- }
1650
- dispose() {
1651
- super.dispose();
1652
- this.reflectionsPass.dispose();
1653
- this.temporalResolvePass.dispose();
1654
- }
1655
- update(renderer, inputBuffer) {
1656
- if (!this.usingBoxProjectedEnvMap && this._scene.environment) {
1657
- const reflectionsMaterial = this.reflectionsPass.fullscreenMaterial;
1658
- let envMap = null;
1659
- this._scene.traverse((c) => {
1660
- if (!envMap && c.material && !c.material.envMap) {
1661
- const properties = renderer.properties.get(c.material);
1662
- if ("envMap" in properties && properties.envMap instanceof Texture)
1663
- envMap = properties.envMap;
1664
- }
1665
- });
1666
- if (envMap) {
1667
- const envMapCubeUVHeight = this._scene.environment.image.height;
1668
- setupEnvMap(reflectionsMaterial, envMap, envMapCubeUVHeight);
1669
- }
1670
- }
1671
- this.haltonIndex = (this.haltonIndex + 1) % this.haltonSequence.length;
1672
- const [x, y] = this.haltonSequence[this.haltonIndex];
1673
- const { width, height } = this.lastSize;
1674
- this.temporalResolvePass.velocityPass.render(renderer);
1675
- if (this._camera.setViewOffset)
1676
- this._camera.setViewOffset(width, height, x, y, width, height);
1677
- this.reflectionsPass.render(renderer, inputBuffer);
1678
- this.temporalResolvePass.render(renderer);
1679
- this._camera.clearViewOffset();
1680
- }
1681
- static patchDirectEnvIntensity(envMapIntensity = 0) {
1682
- if (envMapIntensity === 0) {
1683
- ShaderChunk.envmap_physical_pars_fragment = ShaderChunk.envmap_physical_pars_fragment.replace(
1684
- "vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {",
1685
- "vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) { return vec3(0.0);"
1686
- );
1687
- } else {
1688
- ShaderChunk.envmap_physical_pars_fragment = ShaderChunk.envmap_physical_pars_fragment.replace(
1689
- "vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );",
1690
- "vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness ) * " + envMapIntensity.toFixed(5) + ";"
1691
- );
1692
- }
1693
- }
1694
- }
1695
- export {
1696
- SSREffect,
1697
- defaultSSROptions
1698
- };
1699
- //# sourceMappingURL=screen-space-reflections.js.map