@woosh/meep-engine 2.33.55 → 2.33.56

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.
@@ -2,7 +2,7 @@ import { UnitCubeShape3D } from "../UnitCubeShape3D.js";
2
2
  import { UnitSphereShape3D } from "../UnitSphereShape3D.js";
3
3
  import { TransformedShape3D } from "../TransformedShape3D.js";
4
4
  import { UnionShape3D } from "../UnionShape3D.js";
5
- import { shape_from_json} from "./shape_from_json.js";
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+ import { shape_from_json } from "./shape_from_json.js";
6
6
  import { shape_to_json } from "./shape_to_json.js";
7
7
 
8
8
  export const type_adapters = {
@@ -13,7 +13,6 @@ import { isValueBetweenInclusive } from "./isValueBetweenInclusive.js";
13
13
  import { solveQuadratic } from "./solveQuadratic.js";
14
14
  import { overlap1D } from "./overlap1D.js";
15
15
  import { computeHashFloat } from "./hash/computeHashFloat.js";
16
- import { computeHashFloatArray } from "./hash/computeHashFloatArray.js";
17
16
 
18
17
  test('min2', () => {
19
18
  expect(min2(0, 0)).toBe(0);
@@ -25,4 +25,8 @@ export class Transform {
25
25
  clone(): Transform
26
26
 
27
27
  equals(other: Transform): void
28
+
29
+ toMatrix4(result: ArrayLike<number>): void
30
+
31
+ fromMatrix4(matrix: ArrayLike<number>): void
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32
  }
@@ -1,4 +1,13 @@
1
- import { AddEquation, CustomBlending, Mesh, OneFactor, OneMinusSrcAlphaFactor, ShaderMaterial } from "three";
1
+ import {
2
+ AddEquation,
3
+ CustomBlending,
4
+ Mesh,
5
+ OneFactor,
6
+ OneMinusSrcAlphaFactor,
7
+ RedFormat,
8
+ RGBAFormat,
9
+ ShaderMaterial
10
+ } from "three";
2
11
  import Vector2 from "../../../core/geom/Vector2.js";
3
12
  import { assert } from "../../../core/assert.js";
4
13
  import { blendingType2three } from "../texture/sampler/blendingType2Three.js";
@@ -201,10 +210,21 @@ export class CompositLayer {
201
210
  }
202
211
  };
203
212
 
213
+ // determine swizzle for the material
214
+ let swizzle;
215
+ const texture_format = this.renderTarget.texture.format;
216
+ if (texture_format === RedFormat) {
217
+ swizzle = ['r', 'r', 'r', 1];
218
+ } else if (texture_format === RGBAFormat) {
219
+ swizzle = ['r', 'g', 'b', 'a'];
220
+ } else {
221
+ throw new Error('Unsupported format');
222
+ }
223
+
204
224
  const material = new ShaderMaterial({
205
225
  uniforms,
206
226
  vertexShader: ScreenSpaceQuadShader.vertexShader(),
207
- fragmentShader: ScreenSpaceQuadShader.fragmentShader(),
227
+ fragmentShader: ScreenSpaceQuadShader.fragmentShader(swizzle),
208
228
  lights: false,
209
229
  fog: false,
210
230
  depthTest: false,
@@ -28,27 +28,11 @@ backGeometry.viewDir = geometry.viewDir;
28
28
 
29
29
  vLightFront = vec3( 0.0 );
30
30
  vIndirectFront = vec3( 0.0 );
31
- #ifdef DOUBLE_SIDED
32
- vLightBack = vec3( 0.0 );
33
- vIndirectBack = vec3( 0.0 );
34
- #endif
35
31
 
36
32
  IncidentLight directLight;
37
33
  float dotNL;
38
34
  vec3 directLightColor_Diffuse;
39
35
 
40
- vIndirectFront += getAmbientLightIrradiance( ambientLightColor );
41
-
42
- vIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );
43
-
44
- #ifdef DOUBLE_SIDED
45
-
46
- vIndirectBack += getAmbientLightIrradiance( ambientLightColor );
47
-
48
- vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );
49
-
50
- #endif
51
-
52
36
  #if NUM_POINT_LIGHTS > 0
53
37
 
54
38
  #pragma unroll_loop_start
@@ -56,17 +40,8 @@ vIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );
56
40
 
57
41
  getPointLightInfo( pointLights[ i ], geometry, directLight );
58
42
 
59
- dotNL = dot( geometry.normal, directLight.direction );
60
- directLightColor_Diffuse = directLight.color;
61
-
62
- vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
63
-
64
- #ifdef DOUBLE_SIDED
65
-
66
- vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
67
-
68
- #endif
69
-
43
+ RE_Direct( directLight, geometry, material, reflectedLight );
44
+
70
45
  }
71
46
  #pragma unroll_loop_end
72
47
 
@@ -79,16 +54,7 @@ vIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );
79
54
 
80
55
  getSpotLightInfo( spotLights[ i ], geometry, directLight );
81
56
 
82
- dotNL = dot( geometry.normal, directLight.direction );
83
- directLightColor_Diffuse = directLight.color;
84
-
85
- vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
86
-
87
- #ifdef DOUBLE_SIDED
88
-
89
- vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
90
-
91
- #endif
57
+ RE_Direct( directLight, geometry, material, reflectedLight );
92
58
  }
93
59
  #pragma unroll_loop_end
94
60
 
@@ -101,38 +67,50 @@ vIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );
101
67
 
102
68
  getDirectionalLightInfo( directionalLights[ i ], geometry, directLight );
103
69
 
104
- dotNL = dot( geometry.normal, directLight.direction );
105
- directLightColor_Diffuse = directLight.color;
106
-
107
- vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
108
-
109
- #ifdef DOUBLE_SIDED
110
-
111
- vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
112
-
113
- #endif
70
+ RE_Direct( directLight, geometry, material, reflectedLight );
114
71
 
115
72
  }
116
73
  #pragma unroll_loop_end
117
74
 
118
75
  #endif
119
76
 
120
- #if NUM_HEMI_LIGHTS > 0
121
77
 
122
- #pragma unroll_loop_start
123
- for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
124
78
 
125
- vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );
79
+ #if defined( RE_IndirectDiffuse )
80
+ vec3 iblIrradiance = vec3( 0.0 );
81
+ vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
82
+ irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );
83
+ #if NUM_HEMI_LIGHTS > 0
126
84
 
127
- #ifdef DOUBLE_SIDED
128
-
129
- vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );
85
+ #pragma unroll_loop_start
86
+ for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
87
+
88
+ vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );
89
+
90
+ }
91
+ #pragma unroll_loop_end
92
+
93
+ #endif
94
+
95
+ #if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )
96
+ iblIrradiance += getIBLIrradiance( geometry.normal );
97
+ #endif
98
+ #endif
130
99
 
131
- #endif
100
+ #if defined( RE_IndirectSpecular )
101
+ vec3 radiance = vec3( 0.0 );
102
+ vec3 clearcoatRadiance = vec3( 0.0 );
103
+ #endif
132
104
 
133
- }
134
- #pragma unroll_loop_end
105
+ #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
106
+ radiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );
107
+ #endif
135
108
 
109
+ #if defined( RE_IndirectDiffuse )
110
+ RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );
111
+ #endif
112
+ #if defined( RE_IndirectSpecular )
113
+ RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );
136
114
  #endif
137
115
  `;
138
116
 
@@ -389,18 +367,12 @@ function make_fragment_shader() {
389
367
 
390
368
  vec3 transformedNormal = construct_spherical_normal_from_point_coord(gl_PointCoord.xy);
391
369
 
392
- ${CHUNK_LAMBERT_LIGHTING}
393
-
394
370
  LambertMaterial material = LambertMaterial(texel.rgb);
395
-
396
371
  ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
397
- vec3 totalEmissiveRadiance = vec3(0.0);
398
-
399
- reflectedLight.indirectDiffuse += vIndirectFront;
400
- reflectedLight.indirectDiffuse *= BRDF_Lambert( texel.rgb );
401
372
 
402
- reflectedLight.directDiffuse = vLightFront;
403
- reflectedLight.directDiffuse *= BRDF_Lambert( texel.rgb ); // shadowmask goes here
373
+ ${CHUNK_LAMBERT_LIGHTING}
374
+
375
+ vec3 totalEmissiveRadiance = vec3(0.0);
404
376
 
405
377
  //@injection_point FORWARD_PLUS:accumulation
406
378
 
@@ -169,7 +169,7 @@ export class AttributeValue {
169
169
  throw new Error(`Expected 'value' to be an array, instead got something else (=${value})`);
170
170
  }
171
171
  } else {
172
- this.__value = [];
172
+ // retain current value
173
173
  }
174
174
 
175
175
  if (lookup !== undefined) {
@@ -257,8 +257,10 @@ export class ParticleVolume {
257
257
  init_attributes() {
258
258
  const spec = PARTICULAR_PARTICLE_SPECIFICATION;
259
259
 
260
- for (let i = 0; i < spec.attributes.length; i++) {
261
- const attributeSpec = spec.attributes[i];
260
+ const attributeSpecs = spec.attributes;
261
+ const attribute_count = attributeSpecs.length;
262
+ for (let i = 0; i < attribute_count; i++) {
263
+ const attributeSpec = attributeSpecs[i];
262
264
 
263
265
  const av = new AttributeValue();
264
266
  av.spec = attributeSpec;
@@ -300,6 +302,7 @@ export class ParticleVolume {
300
302
  * @param {number} [particle_size]
301
303
  * @param {AbstractShape3D} [shape]
302
304
  * @param {boolean} sort
305
+ * @param {boolean} lighting
303
306
  * @param {string} [sprite]
304
307
  */
305
308
  from({
@@ -307,14 +310,19 @@ export class ParticleVolume {
307
310
  particle_size = 1,
308
311
  shape = new UnitCubeShape3D(),
309
312
  sort = false,
313
+ lighting = true,
310
314
  sprite = "data/textures/particle/smokeparticle.png"
311
315
  } = {}) {
312
316
 
313
317
  this.__density = density;
314
318
  this.__shape = shape;
315
319
 
316
- this.__emitter.writeFlag(ParticleEmitterFlag.DepthSorting, sort);
317
- this.__emitter.layers.get(0).imageURL = sprite;
320
+ const emitter = this.__emitter;
321
+
322
+ emitter.writeFlag(ParticleEmitterFlag.DepthSorting, sort);
323
+ emitter.writeFlag(ParticleEmitterFlag.Lit, lighting);
324
+
325
+ emitter.layers.get(0).imageURL = sprite;
318
326
 
319
327
  const attributes = this.attributes;
320
328
 
@@ -328,6 +336,7 @@ export class ParticleVolume {
328
336
  * @param {number} [particle_size]
329
337
  * @param {Object} shape
330
338
  * @param {boolean} [is_sorted]
339
+ * @param {boolean} [is_lit]
331
340
  * @param {string} sprite
332
341
  * @param {Object<Object>} [attributes]
333
342
  */
@@ -337,6 +346,7 @@ export class ParticleVolume {
337
346
  particle_size = 1,
338
347
  shape,
339
348
  is_sorted = true,
349
+ is_lit = true,
340
350
  sprite,
341
351
  attributes = {}
342
352
  }) {
@@ -350,9 +360,11 @@ export class ParticleVolume {
350
360
  shape: shape_object,
351
361
  particle_size,
352
362
  sort: is_sorted,
363
+ lighting: is_lit,
353
364
  sprite
354
365
  });
355
366
 
367
+ // parse attributes
356
368
  for (const attributesKey in attributes) {
357
369
  const attribute_object = this.attributes[attributesKey];
358
370
 
@@ -397,13 +409,13 @@ export class ParticleVolume {
397
409
 
398
410
  const layer = emitter.layers.get(0);
399
411
 
412
+ // build transform matrix
400
413
  const m4_transform = new Matrix4();
401
414
 
402
415
  const t = this.__transform;
403
416
 
404
417
  composeMatrix4(m4_transform, t.position, t.rotation, t.scale);
405
418
 
406
-
407
419
  const m4_layer = new Matrix4();
408
420
 
409
421
  composeMatrix4(m4_layer, layer.position, new Quaternion(), layer.scale);
@@ -414,11 +426,14 @@ export class ParticleVolume {
414
426
 
415
427
  m4_final.multiplyMatrices(m4_transform, m4_layer);
416
428
 
417
- for (let i = 0; i < particle_count; i++) {
429
+ // cache variables to save a bit on de-referencing
430
+ const matrix_elements = m4_final.elements;
431
+ const shape = this.__shape;
418
432
 
419
- this.__shape.sample_random_point_in_volume(v3_position, 0, random);
433
+ for (let i = 0; i < particle_count; i++) {
434
+ shape.sample_random_point_in_volume(v3_position, 0, random);
420
435
 
421
- vec3.transformMat4(v3_position, v3_position, m4_final.elements);
436
+ vec3.transformMat4(v3_position, v3_position, matrix_elements);
422
437
 
423
438
  particles.writeAttributeVector3(i, PARTICLE_ATTRIBUTE_POSITION, v3_position[0], v3_position[1], v3_position[2]);
424
439
  }
@@ -1,9 +1,9 @@
1
- import { NoBlending, ShaderMaterial, UniformsUtils, Vector2, WebGLMultisampleRenderTarget } from "three";
1
+ import { NoBlending, RGBAFormat, ShaderMaterial, UniformsUtils, Vector2, WebGLMultisampleRenderTarget } from "three";
2
2
  import { BlurShaderUtils, DepthLimitedBlurShader } from "three/examples/jsm/shaders/DepthLimitedBlurShader.js";
3
3
  import { renderScreenSpace } from "../../utils/renderScreenSpace.js";
4
4
 
5
5
  export class DepthLimitedBlur {
6
- constructor() {
6
+ constructor({ format = RGBAFormat }) {
7
7
 
8
8
  /**
9
9
  *
@@ -19,7 +19,7 @@ export class DepthLimitedBlur {
19
19
  */
20
20
  this.__rt_output = null;
21
21
 
22
- this.__intermediate = new WebGLMultisampleRenderTarget({});
22
+ this.__intermediate = new WebGLMultisampleRenderTarget({ format });
23
23
 
24
24
 
25
25
  this.__material_blur_x = new ShaderMaterial({
@@ -161,4 +161,8 @@ export class DepthLimitedBlur {
161
161
  this.__rt_output = render_target;
162
162
 
163
163
  }
164
+
165
+ dispose() {
166
+ this.__intermediate.dispose();
167
+ }
164
168
  }
@@ -1,8 +1,9 @@
1
1
  import { EnginePlugin } from "../../../../../plugin/EnginePlugin.js";
2
2
  import {
3
+ GLSL3,
3
4
  LinearFilter,
4
5
  NoBlending,
5
- RGBAFormat,
6
+ RedFormat,
6
7
  ShaderMaterial,
7
8
  UniformsUtils,
8
9
  WebGLMultisampleRenderTarget
@@ -25,9 +26,18 @@ export class AmbientOcclusionPostProcessEffect extends EnginePlugin {
25
26
  defines: defines,
26
27
  fragmentShader: SAOShader.fragmentShader,
27
28
  vertexShader: SAOShader.vertexShader,
28
- uniforms: UniformsUtils.clone(SAOShader.uniforms)
29
+ uniforms: UniformsUtils.clone(SAOShader.uniforms),
30
+ glslVersion: GLSL3
29
31
  });
30
32
 
33
+ // AO parameters
34
+ const uniforms = this.__material.uniforms;
35
+ uniforms.bias.value = 0.5;
36
+ uniforms.intensity.value = 1;
37
+
38
+ uniforms.kernelRadius.value = 30;
39
+ uniforms.minResolution.value = 0;
40
+
31
41
  this.__material.blending = NoBlending;
32
42
 
33
43
  this.__material.extensions.derivatives = true;
@@ -43,7 +53,7 @@ export class AmbientOcclusionPostProcessEffect extends EnginePlugin {
43
53
  defines.NUM_SAMPLES = 13;
44
54
 
45
55
  // More rings = better quality
46
- defines.NUM_RINGS = 4;
56
+ defines.NUM_RINGS = 5;
47
57
 
48
58
  /**
49
59
  * Should normal buffer be used or not? Using normal buffer might be significantly more expensive, as this would require normal buffer to be built every frame. If there are other users of the buffer - this is not an issue
@@ -78,10 +88,10 @@ export class AmbientOcclusionPostProcessEffect extends EnginePlugin {
78
88
  minFilter: LinearFilter,
79
89
  magFilter: LinearFilter,
80
90
 
81
- format: RGBAFormat,
91
+ format: RedFormat,
82
92
  depthBuffer: false,
83
93
  stencilBuffer: false,
84
- generateMipmaps: false
94
+ generateMipmaps: false,
85
95
  });
86
96
 
87
97
  /**
@@ -96,7 +106,7 @@ export class AmbientOcclusionPostProcessEffect extends EnginePlugin {
96
106
  * @type {DepthLimitedBlur}
97
107
  * @private
98
108
  */
99
- this.__blur = new DepthLimitedBlur();
109
+ this.__blur = new DepthLimitedBlur({ format: RedFormat });
100
110
  }
101
111
 
102
112
  /**
@@ -156,16 +166,6 @@ export class AmbientOcclusionPostProcessEffect extends EnginePlugin {
156
166
  uniforms.cameraInverseProjectionMatrix.value.copy(camera.projectionMatrixInverse);
157
167
  uniforms.cameraProjectionMatrix.value.copy(camera.projectionMatrix);
158
168
 
159
- // AO parameters
160
- uniforms.bias.value = 0.5;
161
- uniforms.intensity.value = 0.18;
162
-
163
- // scale is divided by camera far in the shader, we unbias it here
164
- // TODO remove this term from the shader
165
- uniforms.scale.value = far * 0.25;
166
-
167
- uniforms.kernelRadius.value = 30;
168
- uniforms.minResolution.value = 0;
169
169
 
170
170
  // trigger uniform update
171
171
  material.uniformsNeedUpdate = true;
@@ -300,7 +300,12 @@ export class AmbientOcclusionPostProcessEffect extends EnginePlugin {
300
300
  const graphics = engine.graphics;
301
301
 
302
302
  // bind compositing layer
303
- this.__composit_layer = graphics.layerComposer.createLayer({}, BlendingType.Multiply);
303
+ this.__composit_layer = graphics.layerComposer.createLayer(
304
+ {
305
+ format: RedFormat
306
+ },
307
+ BlendingType.Multiply
308
+ );
304
309
  this.__composit_layer.name = 'Ambient Occlusion';
305
310
 
306
311
  // apply ambient occlusion on opaque pass, otherwise it would occlude transparent geometry
@@ -344,6 +349,8 @@ export class AmbientOcclusionPostProcessEffect extends EnginePlugin {
344
349
  this.__composit_layer.on.preRender.remove(this.__render, this);
345
350
  graphics.viewport.size.onChanged.add(this.__update_render_target_size, this);
346
351
 
352
+ this.__blur.dispose();
353
+
347
354
  return super.shutdown();
348
355
  }
349
356
 
@@ -25,7 +25,6 @@ const SAOShader = {
25
25
  'cameraProjectionMatrix': { value: new Matrix4() },
26
26
  'cameraInverseProjectionMatrix': { value: new Matrix4() },
27
27
 
28
- 'scale': { value: 1.0 },
29
28
  'intensity': { value: 0.1 },
30
29
  'bias': { value: 0.5 },
31
30
 
@@ -63,7 +62,6 @@ const SAOShader = {
63
62
  uniform mat4 cameraProjectionMatrix;
64
63
  uniform mat4 cameraInverseProjectionMatrix;
65
64
 
66
- uniform float scale;
67
65
  uniform float intensity;
68
66
  uniform float bias;
69
67
  uniform float kernelRadius;
@@ -74,6 +72,8 @@ const SAOShader = {
74
72
  // RGBA depth
75
73
 
76
74
  #include <packing>
75
+
76
+ out float out_occlusion;
77
77
 
78
78
  vec4 getDefaultColor( const in vec2 screenPosition ) {
79
79
  #if DIFFUSE_TEXTURE == 1
@@ -115,15 +115,18 @@ const SAOShader = {
115
115
  #endif
116
116
  }
117
117
 
118
- float scaleDividedByCameraFar;
119
118
  float minResolutionMultipliedByCameraFar;
120
119
 
121
120
  float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
122
121
  vec3 viewDelta = sampleViewPosition - centerViewPosition;
122
+
123
123
  float viewDistance = length( viewDelta );
124
- float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
125
-
126
- return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );
124
+
125
+ float vn = dot( centerViewNormal, viewDelta );
126
+ float a2 = (vn - minResolutionMultipliedByCameraFar) / viewDistance - bias;
127
+ float a1 = (1.0 + pow2( viewDistance ) );
128
+
129
+ return max(0.0, a2) / a1;
127
130
  }
128
131
 
129
132
  // moving costly divides into consts
@@ -132,31 +135,34 @@ const SAOShader = {
132
135
 
133
136
  float getAmbientOcclusion( const in vec3 centerViewPosition ) {
134
137
  // precompute some variables require in getOcclusion.
135
- scaleDividedByCameraFar = scale / cameraFar;
136
138
  minResolutionMultipliedByCameraFar = minResolution * cameraFar;
137
139
  vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );
138
140
 
139
141
  // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
140
142
  float angle = rand( vUv + randomSeed ) * PI2;
141
143
  vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;
142
- vec2 radiusStep = radius;
143
144
 
144
145
  float occlusionSum = 0.0;
145
146
  float weightSum = 0.0;
146
147
 
147
148
  for( int i = 0; i < NUM_SAMPLES; i ++ ) {
148
- vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
149
- radius += radiusStep;
149
+ vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius * float(i+1);
150
+
150
151
  angle += ANGLE_STEP;
151
152
 
152
153
  float sampleDepth = getDepth( sampleUv );
154
+
153
155
  if( sampleDepth >= ( 1.0 - EPSILON ) ) {
156
+ // skip, too far
154
157
  continue;
155
158
  }
156
159
 
157
160
  float sampleViewZ = getViewZ( sampleDepth );
161
+
158
162
  vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
163
+
159
164
  occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
165
+
160
166
  weightSum += 1.0;
161
167
  }
162
168
 
@@ -177,12 +183,8 @@ const SAOShader = {
177
183
  float ambientOcclusion = getAmbientOcclusion( viewPosition );
178
184
 
179
185
  float invOcclusion = 1.0 - ambientOcclusion;
180
- #if DIFFUSE_TEXTURE == 1
181
- gl_FragColor = getDefaultColor( vUv );
182
- gl_FragColor.xyz *= invOcclusion;
183
- #else
184
- gl_FragColor = vec4(invOcclusion,invOcclusion,invOcclusion,1.0);
185
- #endif
186
+
187
+ out_occlusion = invOcclusion;
186
188
  }`
187
189
 
188
190
  };
@@ -11,13 +11,33 @@ function vertexShader() {
11
11
  `;
12
12
  }
13
13
 
14
- function fragmentShader() {
14
+ /**
15
+ *
16
+ * @param {string[]} [swizzle] what to read from the texture
17
+ * @returns {string}
18
+ */
19
+ function fragmentShader(swizzle = ['r', 'g', 'b', 'a']) {
20
+ const swizzle_read = [];
21
+ const n = swizzle.length;
22
+ for (let i = 0; i < n; i++) {
23
+ const token = swizzle[i];
24
+
25
+ if (typeof token === "string") {
26
+ swizzle_read[i] = `texel.${token}`;
27
+ } else if (typeof token === "number") {
28
+ swizzle_read[i] = Number(token).toFixed(4);
29
+ } else {
30
+ throw new Error(`Unsupported swizzle token '${token}'`);
31
+ }
32
+ }
33
+
15
34
  return `
16
35
  uniform sampler2D tTexture;
17
36
  varying vec2 vUv;
18
37
 
19
38
  void main(){
20
- gl_FragColor = texture2D( tTexture, vUv );
39
+ vec4 texel = texture2D( tTexture, vUv );
40
+ gl_FragColor = vec4(${swizzle_read.join(',')});
21
41
  }
22
42
  `;
23
43
  }
@@ -25,4 +45,4 @@ function fragmentShader() {
25
45
  export const ScreenSpaceQuadShader = {
26
46
  vertexShader,
27
47
  fragmentShader
28
- };
48
+ };
package/package.json CHANGED
@@ -5,7 +5,7 @@
5
5
  "productName": "Meep",
6
6
  "description": "production-ready JavaScript game engine based on Entity Component System Architecture",
7
7
  "author": "Alexander Goldring",
8
- "version": "2.33.55",
8
+ "version": "2.33.56",
9
9
  "dependencies": {
10
10
  "gl-matrix": "3.4.3",
11
11
  "fast-levenshtein": "2.0.6",