angular-three-soba 1.9.3 → 1.11.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/abstractions/index.d.ts +1 -0
- package/abstractions/lib/edges/edges.d.ts +18 -0
- package/cameras/index.d.ts +1 -0
- package/cameras/lib/camera/camera-content.d.ts +1 -1
- package/cameras/lib/cube-camera/cube-camera.d.ts +27 -0
- package/esm2020/abstractions/index.mjs +2 -1
- package/esm2020/abstractions/lib/billboard/billboard.mjs +3 -3
- package/esm2020/abstractions/lib/catmull-rom-line/catmull-rom-line.mjs +3 -3
- package/esm2020/abstractions/lib/cubic-bezier-line/cubic-bezier-line.mjs +3 -3
- package/esm2020/abstractions/lib/edges/edges.mjs +95 -0
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-helper.mjs +6 -6
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.mjs +3 -3
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.mjs +6 -6
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-inputs.mjs +3 -3
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube.mjs +3 -3
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.mjs +6 -6
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport.mjs +3 -3
- package/esm2020/abstractions/lib/line/line-input.mjs +3 -3
- package/esm2020/abstractions/lib/line/line.mjs +3 -3
- package/esm2020/abstractions/lib/quadratic-bezier-line/quadratic-bezier-line.mjs +3 -3
- package/esm2020/abstractions/lib/text/text.mjs +3 -3
- package/esm2020/abstractions/lib/text-3d/text-3d.mjs +3 -3
- package/esm2020/cameras/index.mjs +2 -1
- package/esm2020/cameras/lib/camera/camera-content.mjs +4 -4
- package/esm2020/cameras/lib/camera/camera.mjs +3 -3
- package/esm2020/cameras/lib/cube-camera/cube-camera.mjs +130 -0
- package/esm2020/cameras/lib/orthographic-camera/orthographic-camera.mjs +3 -3
- package/esm2020/cameras/lib/perspective-camera/perspective-camera.mjs +3 -3
- package/esm2020/controls/lib/orbit-controls/orbit-controls.mjs +3 -3
- package/esm2020/loaders/lib/loader/loader.mjs +3 -3
- package/esm2020/materials/index.mjs +3 -1
- package/esm2020/materials/lib/mesh-distort-material/mesh-distort-material.mjs +3 -3
- package/esm2020/materials/lib/mesh-reflector-material/mesh-reflector-material.mjs +3 -3
- package/esm2020/materials/lib/mesh-refraction-material/mesh-refraction-material.mjs +157 -0
- package/esm2020/materials/lib/mesh-transmission-material/mesh-transmission-material.mjs +240 -0
- package/esm2020/materials/lib/mesh-wobble-material/mesh-wobble-material.mjs +3 -3
- package/esm2020/misc/lib/bake-shadows/bake-shadows.mjs +3 -3
- package/esm2020/misc/lib/fbo/fbo.mjs +5 -4
- package/esm2020/performance/lib/adaptive/adaptive-dpr.mjs +3 -3
- package/esm2020/performance/lib/adaptive/adaptive-events.mjs +3 -3
- package/esm2020/performance/lib/detailed/detailed.mjs +3 -3
- package/esm2020/performance/lib/stats/stats.mjs +3 -3
- package/esm2020/shaders/index.mjs +6 -1
- package/esm2020/shaders/lib/caustics-material/caustics-material.mjs +128 -0
- package/esm2020/shaders/lib/caustics-projection-material/caustics-projection-material.mjs +33 -0
- package/esm2020/shaders/lib/discard-material/discard-material.mjs +3 -0
- package/esm2020/shaders/lib/mesh-refraction-material/mesh-refraction-material.mjs +169 -0
- package/esm2020/shaders/lib/mesh-transmission-material/mesh-transmission-material.mjs +268 -0
- package/esm2020/staging/index.mjs +2 -1
- package/esm2020/staging/lib/accumulative-shadows/accumulative-shadows.mjs +6 -6
- package/esm2020/staging/lib/accumulative-shadows/progressive-light-map.mjs +2 -3
- package/esm2020/staging/lib/accumulative-shadows/randomized-lights.mjs +6 -6
- package/esm2020/staging/lib/bounds/bounds.mjs +3 -3
- package/esm2020/staging/lib/camera-shake/camera-shake.mjs +3 -3
- package/esm2020/staging/lib/caustics/caustics.mjs +364 -0
- package/esm2020/staging/lib/center/center.mjs +3 -3
- package/esm2020/staging/lib/cloud/cloud.mjs +3 -3
- package/esm2020/staging/lib/contact-shadows/contact-shadows.mjs +3 -3
- package/esm2020/staging/lib/environment/environment-cube.mjs +3 -3
- package/esm2020/staging/lib/environment/environment-ground.mjs +3 -3
- package/esm2020/staging/lib/environment/environment-inputs.mjs +3 -3
- package/esm2020/staging/lib/environment/environment-map.mjs +3 -3
- package/esm2020/staging/lib/environment/environment-portal.mjs +3 -3
- package/esm2020/staging/lib/environment/environment.mjs +6 -6
- package/esm2020/staging/lib/float/float.mjs +3 -3
- package/esm2020/staging/lib/sky/sky.mjs +3 -3
- package/esm2020/staging/lib/sparkles/sparkles.mjs +3 -3
- package/esm2020/staging/lib/spot-light/shadow-mesh-input.mjs +3 -3
- package/esm2020/staging/lib/spot-light/spot-light-input.mjs +3 -3
- package/esm2020/staging/lib/spot-light/spot-light-shadow-no-shader.mjs +3 -3
- package/esm2020/staging/lib/spot-light/spot-light-shadow-shader.mjs +3 -3
- package/esm2020/staging/lib/spot-light/spot-light-shadow.mjs +3 -3
- package/esm2020/staging/lib/spot-light/spot-light.mjs +3 -3
- package/esm2020/staging/lib/spot-light/volumetric-mesh.mjs +3 -3
- package/esm2020/staging/lib/stage/stage.mjs +6 -6
- package/esm2020/staging/lib/stars/stars.mjs +3 -3
- package/fesm2015/angular-three-soba-abstractions.mjs +145 -56
- package/fesm2015/angular-three-soba-abstractions.mjs.map +1 -1
- package/fesm2015/angular-three-soba-cameras.mjs +139 -16
- package/fesm2015/angular-three-soba-cameras.mjs.map +1 -1
- package/fesm2015/angular-three-soba-controls.mjs +3 -3
- package/fesm2015/angular-three-soba-loaders.mjs +3 -3
- package/fesm2015/angular-three-soba-materials.mjs +398 -11
- package/fesm2015/angular-three-soba-materials.mjs.map +1 -1
- package/fesm2015/angular-three-soba-misc.mjs +7 -6
- package/fesm2015/angular-three-soba-misc.mjs.map +1 -1
- package/fesm2015/angular-three-soba-performance.mjs +12 -12
- package/fesm2015/angular-three-soba-shaders.mjs +619 -31
- package/fesm2015/angular-three-soba-shaders.mjs.map +1 -1
- package/fesm2015/angular-three-soba-staging.mjs +450 -96
- package/fesm2015/angular-three-soba-staging.mjs.map +1 -1
- package/fesm2020/angular-three-soba-abstractions.mjs +145 -56
- package/fesm2020/angular-three-soba-abstractions.mjs.map +1 -1
- package/fesm2020/angular-three-soba-cameras.mjs +139 -16
- package/fesm2020/angular-three-soba-cameras.mjs.map +1 -1
- package/fesm2020/angular-three-soba-controls.mjs +3 -3
- package/fesm2020/angular-three-soba-loaders.mjs +3 -3
- package/fesm2020/angular-three-soba-materials.mjs +396 -11
- package/fesm2020/angular-three-soba-materials.mjs.map +1 -1
- package/fesm2020/angular-three-soba-misc.mjs +7 -6
- package/fesm2020/angular-three-soba-misc.mjs.map +1 -1
- package/fesm2020/angular-three-soba-performance.mjs +12 -12
- package/fesm2020/angular-three-soba-shaders.mjs +625 -34
- package/fesm2020/angular-three-soba-shaders.mjs.map +1 -1
- package/fesm2020/angular-three-soba-staging.mjs +449 -96
- package/fesm2020/angular-three-soba-staging.mjs.map +1 -1
- package/materials/index.d.ts +2 -0
- package/materials/lib/mesh-refraction-material/mesh-refraction-material.d.ts +28 -0
- package/materials/lib/mesh-transmission-material/mesh-transmission-material.d.ts +47 -0
- package/misc/lib/fbo/fbo.d.ts +8 -6
- package/package.json +4 -3
- package/plugin/package.json +1 -1
- package/shaders/index.d.ts +5 -0
- package/shaders/lib/caustics-material/caustics-material.d.ts +4 -0
- package/shaders/lib/caustics-projection-material/caustics-projection-material.d.ts +4 -0
- package/shaders/lib/discard-material/discard-material.d.ts +3 -0
- package/shaders/lib/mesh-refraction-material/mesh-refraction-material.d.ts +4 -0
- package/shaders/lib/mesh-transmission-material/mesh-transmission-material.d.ts +25 -0
- package/staging/index.d.ts +1 -0
- package/staging/lib/caustics/caustics.d.ts +48 -0
- package/staging/lib/environment/environment-cube.d.ts +1 -1
- package/staging/lib/environment/environment-ground.d.ts +1 -1
- package/staging/lib/environment/utils.d.ts +1 -1
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import * as THREE from 'three';
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import { ShaderMaterial, Uniform, Vector2, NoBlending, WebGLRenderTarget, LinearFilter, Scene, Camera, BufferGeometry, BufferAttribute, Mesh, MeshStandardMaterial, Vector3, Color } from 'three';
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import { InjectionToken } from '@angular/core';
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import { MeshBVHUniformStruct, shaderStructs, shaderIntersectFunction } from 'three-mesh-bvh';
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class ConvolutionMaterial extends ShaderMaterial {
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constructor(texelSize = new Vector2()) {
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@@ -154,6 +155,195 @@ class BlurPass {
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}
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}
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function shaderMaterial(uniforms, vertexShader, fragmentShader, onInit) {
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const material = class extends THREE.ShaderMaterial {
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constructor(parameters = {}) {
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const entries = Object.entries(uniforms);
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// Create unforms and shaders
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super({
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uniforms: entries.reduce((acc, [name, value]) => {
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const uniform = THREE.UniformsUtils.clone({ [name]: { value } });
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return Object.assign(Object.assign({}, acc), uniform);
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}, {}),
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vertexShader,
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fragmentShader,
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});
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this.key = '';
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// Create getter/setters
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entries.forEach(([name]) => Object.defineProperty(this, name, {
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get: () => this.uniforms[name].value,
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set: (v) => (this.uniforms[name].value = v),
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}));
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// Assign parameters, this might include uniforms
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Object.assign(this, parameters);
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// Call onInit
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if (onInit)
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onInit(this);
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}
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};
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material.key = THREE.MathUtils.generateUUID();
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return material;
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}
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const CausticsMaterial = shaderMaterial({
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cameraMatrixWorld: new THREE.Matrix4(),
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cameraProjectionMatrixInv: new THREE.Matrix4(),
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normalTexture: null,
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depthTexture: null,
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lightDir: new THREE.Vector3(0, 1, 0),
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lightPlaneNormal: new THREE.Vector3(0, 1, 0),
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lightPlaneConstant: 0,
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near: 0.1,
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far: 100,
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modelMatrix: new THREE.Matrix4(),
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worldRadius: 1 / 40,
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ior: 1.1,
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bounces: 0,
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resolution: 1024,
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size: 10,
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intensity: 0.5,
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},
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/* glsl */ `varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}`,
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/* glsl */ `uniform mat4 cameraMatrixWorld;
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uniform mat4 cameraProjectionMatrixInv;
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uniform vec3 lightDir;
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uniform vec3 lightPlaneNormal;
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uniform float lightPlaneConstant;
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uniform float near;
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uniform float far;
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uniform float time;
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uniform float worldRadius;
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uniform float resolution;
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uniform float size;
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uniform float intensity;
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uniform float ior;
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precision highp isampler2D;
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precision highp usampler2D;
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uniform sampler2D normalTexture;
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uniform sampler2D depthTexture;
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uniform float bounces;
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varying vec2 vUv;
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vec3 WorldPosFromDepth(float depth, vec2 coord) {
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float z = depth * 2.0 - 1.0;
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vec4 clipSpacePosition = vec4(coord * 2.0 - 1.0, z, 1.0);
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vec4 viewSpacePosition = cameraProjectionMatrixInv * clipSpacePosition;
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// Perspective division
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viewSpacePosition /= viewSpacePosition.w;
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vec4 worldSpacePosition = cameraMatrixWorld * viewSpacePosition;
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return worldSpacePosition.xyz;
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}
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float sdPlane( vec3 p, vec3 n, float h ) {
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// n must be normalized
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return dot(p,n) + h;
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}
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float planeIntersect( vec3 ro, vec3 rd, vec4 p ) {
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return -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);
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}
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vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 pos, vec3 normal, float ior, out vec3 rayOrigin, out vec3 rayDirection) {
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rayOrigin = ro;
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rayDirection = rd;
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rayDirection = refract(rayDirection, normal, 1.0 / ior);
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rayOrigin = pos + rayDirection * 0.1;
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return rayDirection;
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}
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void main() {
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// Each sample consists of random offset in the x and y direction
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float caustic = 0.0;
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float causticTexelSize = (1.0 / resolution) * size * 2.0;
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float texelsNeeded = worldRadius / causticTexelSize;
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float sampleRadius = texelsNeeded / resolution;
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float sum = 0.0;
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if (texture2D(depthTexture, vUv).x == 1.0) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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vec2 offset1 = vec2(-0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);
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vec2 offset2 = vec2(-0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);
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vec2 offset3 = vec2(0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);
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vec2 offset4 = vec2(0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);
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vec2 uv1 = vUv + offset1 * sampleRadius;
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vec2 uv2 = vUv + offset2 * sampleRadius;
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vec2 uv3 = vUv + offset3 * sampleRadius;
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vec2 uv4 = vUv + offset4 * sampleRadius;
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vec3 normal1 = texture2D(normalTexture, uv1, -10.0).rgb * 2.0 - 1.0;
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vec3 normal2 = texture2D(normalTexture, uv2, -10.0).rgb * 2.0 - 1.0;
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vec3 normal3 = texture2D(normalTexture, uv3, -10.0).rgb * 2.0 - 1.0;
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vec3 normal4 = texture2D(normalTexture, uv4, -10.0).rgb * 2.0 - 1.0;
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float depth1 = texture2D(depthTexture, uv1, -10.0).x;
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float depth2 = texture2D(depthTexture, uv2, -10.0).x;
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float depth3 = texture2D(depthTexture, uv3, -10.0).x;
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float depth4 = texture2D(depthTexture, uv4, -10.0).x;
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// Sanity check the depths
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if (depth1 == 1.0 || depth2 == 1.0 || depth3 == 1.0 || depth4 == 1.0) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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vec3 pos1 = WorldPosFromDepth(depth1, uv1);
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vec3 pos2 = WorldPosFromDepth(depth2, uv2);
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vec3 pos3 = WorldPosFromDepth(depth3, uv3);
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vec3 pos4 = WorldPosFromDepth(depth4, uv4);
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vec3 originPos1 = WorldPosFromDepth(0.0, uv1);
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vec3 originPos2 = WorldPosFromDepth(0.0, uv2);
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vec3 originPos3 = WorldPosFromDepth(0.0, uv3);
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vec3 originPos4 = WorldPosFromDepth(0.0, uv4);
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vec3 endPos1, endPos2, endPos3, endPos4;
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vec3 endDir1, endDir2, endDir3, endDir4;
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totalInternalReflection(originPos1, lightDir, pos1, normal1, ior, endPos1, endDir1);
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totalInternalReflection(originPos2, lightDir, pos2, normal2, ior, endPos2, endDir2);
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totalInternalReflection(originPos3, lightDir, pos3, normal3, ior, endPos3, endDir3);
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totalInternalReflection(originPos4, lightDir, pos4, normal4, ior, endPos4, endDir4);
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float lightPosArea = length(cross(originPos2 - originPos1, originPos3 - originPos1)) + length(cross(originPos3 - originPos1, originPos4 - originPos1));
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float t1 = planeIntersect(endPos1, endDir1, vec4(lightPlaneNormal, lightPlaneConstant));
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float t2 = planeIntersect(endPos2, endDir2, vec4(lightPlaneNormal, lightPlaneConstant));
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float t3 = planeIntersect(endPos3, endDir3, vec4(lightPlaneNormal, lightPlaneConstant));
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float t4 = planeIntersect(endPos4, endDir4, vec4(lightPlaneNormal, lightPlaneConstant));
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vec3 finalPos1 = endPos1 + endDir1 * t1;
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vec3 finalPos2 = endPos2 + endDir2 * t2;
|
|
306
|
+
vec3 finalPos3 = endPos3 + endDir3 * t3;
|
|
307
|
+
vec3 finalPos4 = endPos4 + endDir4 * t4;
|
|
308
|
+
float finalArea = length(cross(finalPos2 - finalPos1, finalPos3 - finalPos1)) + length(cross(finalPos3 - finalPos1, finalPos4 - finalPos1));
|
|
309
|
+
caustic += intensity * (lightPosArea / finalArea);
|
|
310
|
+
// Calculate the area of the triangle in light spaces
|
|
311
|
+
gl_FragColor = vec4(vec3(max(caustic, 0.0)), 1.0);
|
|
312
|
+
}`);
|
|
313
|
+
|
|
314
|
+
const CausticsProjectionMaterial = shaderMaterial({
|
|
315
|
+
causticsTexture: null,
|
|
316
|
+
causticsTextureB: null,
|
|
317
|
+
color: new THREE.Color(),
|
|
318
|
+
lightProjMatrix: new THREE.Matrix4(),
|
|
319
|
+
lightViewMatrix: new THREE.Matrix4(),
|
|
320
|
+
},
|
|
321
|
+
/* glsl */ `varying vec3 vWorldPosition;
|
|
322
|
+
void main() {
|
|
323
|
+
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);
|
|
324
|
+
vec4 worldPosition = modelMatrix * vec4(position, 1.);
|
|
325
|
+
vWorldPosition = worldPosition.xyz;
|
|
326
|
+
}`,
|
|
327
|
+
/* glsl */ `varying vec3 vWorldPosition;
|
|
328
|
+
uniform vec3 color;
|
|
329
|
+
uniform sampler2D causticsTexture;
|
|
330
|
+
uniform sampler2D causticsTextureB;
|
|
331
|
+
uniform mat4 lightProjMatrix;
|
|
332
|
+
uniform mat4 lightViewMatrix;
|
|
333
|
+
void main() {
|
|
334
|
+
// Apply caustics
|
|
335
|
+
vec4 lightSpacePos = lightProjMatrix * lightViewMatrix * vec4(vWorldPosition, 1.0);
|
|
336
|
+
lightSpacePos.xyz /= lightSpacePos.w;
|
|
337
|
+
lightSpacePos.xyz = lightSpacePos.xyz * 0.5 + 0.5;
|
|
338
|
+
vec3 front = texture2D(causticsTexture, lightSpacePos.xy).rgb;
|
|
339
|
+
vec3 back = texture2D(causticsTextureB, lightSpacePos.xy).rgb;
|
|
340
|
+
gl_FragColor = vec4((front + back) * color, 1.0);
|
|
341
|
+
#include <tonemapping_fragment>
|
|
342
|
+
#include <encodings_fragment>
|
|
343
|
+
}`);
|
|
344
|
+
|
|
345
|
+
const DiscardMaterial = shaderMaterial({}, 'void main() { }', 'void main() { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); discard; }');
|
|
346
|
+
|
|
157
347
|
const NGTS_DISTORT_MATERIAL_SHADER = new InjectionToken('DistortMaterialShader');
|
|
158
348
|
function provideNgtsMeshDistortMaterialShader(distortShader) {
|
|
159
349
|
return {
|
|
@@ -430,6 +620,434 @@ class MeshReflectorMaterial extends MeshStandardMaterial {
|
|
|
430
620
|
}
|
|
431
621
|
}
|
|
432
622
|
|
|
623
|
+
// Author: N8Programs
|
|
624
|
+
const MeshRefractionMaterial = shaderMaterial({
|
|
625
|
+
envMap: null,
|
|
626
|
+
bounces: 3,
|
|
627
|
+
ior: 2.4,
|
|
628
|
+
correctMips: true,
|
|
629
|
+
aberrationStrength: 0.01,
|
|
630
|
+
fresnel: 0,
|
|
631
|
+
bvh: new MeshBVHUniformStruct(),
|
|
632
|
+
color: new THREE.Color('white'),
|
|
633
|
+
resolution: new THREE.Vector2(),
|
|
634
|
+
viewMatrixInverse: new THREE.Matrix4(),
|
|
635
|
+
projectionMatrixInverse: new THREE.Matrix4(),
|
|
636
|
+
},
|
|
637
|
+
/*glsl*/ `
|
|
638
|
+
uniform mat4 viewMatrixInverse;
|
|
639
|
+
|
|
640
|
+
varying vec3 vWorldPosition;
|
|
641
|
+
varying vec3 vNormal;
|
|
642
|
+
varying mat4 vModelMatrixInverse;
|
|
643
|
+
|
|
644
|
+
#ifdef USE_INSTANCING_COLOR
|
|
645
|
+
varying vec3 vInstanceColor;
|
|
646
|
+
#endif
|
|
647
|
+
|
|
648
|
+
void main() {
|
|
649
|
+
vec4 transformedNormal = vec4(normal, 0.0);
|
|
650
|
+
vec4 transformedPosition = vec4(position, 1.0);
|
|
651
|
+
#ifdef USE_INSTANCING
|
|
652
|
+
transformedNormal = instanceMatrix * transformedNormal;
|
|
653
|
+
transformedPosition = instanceMatrix * transformedPosition;
|
|
654
|
+
#endif
|
|
655
|
+
|
|
656
|
+
#ifdef USE_INSTANCING
|
|
657
|
+
vModelMatrixInverse = inverse(modelMatrix * instanceMatrix);
|
|
658
|
+
#else
|
|
659
|
+
vModelMatrixInverse = inverse(modelMatrix);
|
|
660
|
+
#endif
|
|
661
|
+
|
|
662
|
+
#ifdef USE_INSTANCING_COLOR
|
|
663
|
+
vInstanceColor = instanceColor.rgb;
|
|
664
|
+
#endif
|
|
665
|
+
|
|
666
|
+
vWorldPosition = (modelMatrix * transformedPosition).xyz;
|
|
667
|
+
vNormal = normalize((viewMatrixInverse * vec4(normalMatrix * transformedNormal.xyz, 0.0)).xyz);
|
|
668
|
+
gl_Position = projectionMatrix * viewMatrix * modelMatrix * transformedPosition;
|
|
669
|
+
}`,
|
|
670
|
+
/*glsl*/ `
|
|
671
|
+
#define ENVMAP_TYPE_CUBE_UV
|
|
672
|
+
precision highp isampler2D;
|
|
673
|
+
precision highp usampler2D;
|
|
674
|
+
varying vec3 vWorldPosition;
|
|
675
|
+
varying vec3 vNormal;
|
|
676
|
+
varying mat4 vModelMatrixInverse;
|
|
677
|
+
|
|
678
|
+
#ifdef USE_INSTANCING_COLOR
|
|
679
|
+
varying vec3 vInstanceColor;
|
|
680
|
+
#endif
|
|
681
|
+
|
|
682
|
+
#ifdef ENVMAP_TYPE_CUBEM
|
|
683
|
+
uniform samplerCube envMap;
|
|
684
|
+
#else
|
|
685
|
+
uniform sampler2D envMap;
|
|
686
|
+
#endif
|
|
687
|
+
|
|
688
|
+
uniform float bounces;
|
|
689
|
+
${shaderStructs}
|
|
690
|
+
${shaderIntersectFunction}
|
|
691
|
+
uniform BVH bvh;
|
|
692
|
+
uniform float ior;
|
|
693
|
+
uniform bool correctMips;
|
|
694
|
+
uniform vec2 resolution;
|
|
695
|
+
uniform float fresnel;
|
|
696
|
+
uniform mat4 modelMatrix;
|
|
697
|
+
uniform mat4 projectionMatrixInverse;
|
|
698
|
+
uniform mat4 viewMatrixInverse;
|
|
699
|
+
uniform float aberrationStrength;
|
|
700
|
+
uniform vec3 color;
|
|
701
|
+
|
|
702
|
+
float fresnelFunc(vec3 viewDirection, vec3 worldNormal) {
|
|
703
|
+
return pow( 1.0 + dot( viewDirection, worldNormal), 10.0 );
|
|
704
|
+
}
|
|
705
|
+
|
|
706
|
+
vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 normal, float ior, mat4 modelMatrixInverse) {
|
|
707
|
+
vec3 rayOrigin = ro;
|
|
708
|
+
vec3 rayDirection = rd;
|
|
709
|
+
rayDirection = refract(rayDirection, normal, 1.0 / ior);
|
|
710
|
+
rayOrigin = vWorldPosition + rayDirection * 0.001;
|
|
711
|
+
rayOrigin = (modelMatrixInverse * vec4(rayOrigin, 1.0)).xyz;
|
|
712
|
+
rayDirection = normalize((modelMatrixInverse * vec4(rayDirection, 0.0)).xyz);
|
|
713
|
+
for(float i = 0.0; i < bounces; i++) {
|
|
714
|
+
uvec4 faceIndices = uvec4( 0u );
|
|
715
|
+
vec3 faceNormal = vec3( 0.0, 0.0, 1.0 );
|
|
716
|
+
vec3 barycoord = vec3( 0.0 );
|
|
717
|
+
float side = 1.0;
|
|
718
|
+
float dist = 0.0;
|
|
719
|
+
bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist );
|
|
720
|
+
vec3 hitPos = rayOrigin + rayDirection * max(dist - 0.001, 0.0);
|
|
721
|
+
vec3 tempDir = refract(rayDirection, faceNormal, ior);
|
|
722
|
+
if (length(tempDir) != 0.0) {
|
|
723
|
+
rayDirection = tempDir;
|
|
724
|
+
break;
|
|
725
|
+
}
|
|
726
|
+
rayDirection = reflect(rayDirection, faceNormal);
|
|
727
|
+
rayOrigin = hitPos + rayDirection * 0.01;
|
|
728
|
+
}
|
|
729
|
+
rayDirection = normalize((modelMatrix * vec4(rayDirection, 0.0)).xyz);
|
|
730
|
+
return rayDirection;
|
|
731
|
+
}
|
|
732
|
+
|
|
733
|
+
#include <common>
|
|
734
|
+
#include <cube_uv_reflection_fragment>
|
|
735
|
+
|
|
736
|
+
#ifdef ENVMAP_TYPE_CUBEM
|
|
737
|
+
vec4 textureGradient(samplerCube envMap, vec3 rayDirection, vec3 directionCamPerfect) {
|
|
738
|
+
return textureGrad(envMap, rayDirection, dFdx(correctMips ? directionCamPerfect: rayDirection), dFdy(correctMips ? directionCamPerfect: rayDirection));
|
|
739
|
+
}
|
|
740
|
+
#else
|
|
741
|
+
vec4 textureGradient(sampler2D envMap, vec3 rayDirection, vec3 directionCamPerfect) {
|
|
742
|
+
vec2 uvv = equirectUv( rayDirection );
|
|
743
|
+
vec2 smoothUv = equirectUv( directionCamPerfect );
|
|
744
|
+
return textureGrad(envMap, uvv, dFdx(correctMips ? smoothUv : uvv), dFdy(correctMips ? smoothUv : uvv));
|
|
745
|
+
}
|
|
746
|
+
#endif
|
|
747
|
+
|
|
748
|
+
void main() {
|
|
749
|
+
vec2 uv = gl_FragCoord.xy / resolution;
|
|
750
|
+
vec3 directionCamPerfect = (projectionMatrixInverse * vec4(uv * 2.0 - 1.0, 0.0, 1.0)).xyz;
|
|
751
|
+
directionCamPerfect = (viewMatrixInverse * vec4(directionCamPerfect, 0.0)).xyz;
|
|
752
|
+
directionCamPerfect = normalize(directionCamPerfect);
|
|
753
|
+
vec3 normal = vNormal;
|
|
754
|
+
vec3 rayOrigin = cameraPosition;
|
|
755
|
+
vec3 rayDirection = normalize(vWorldPosition - cameraPosition);
|
|
756
|
+
vec3 finalColor;
|
|
757
|
+
#ifdef CHROMATIC_ABERRATIONS
|
|
758
|
+
vec3 rayDirectionG = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);
|
|
759
|
+
#ifdef FAST_CHROMA
|
|
760
|
+
vec3 rayDirectionR = normalize(rayDirectionG + 1.0 * vec3(aberrationStrength / 2.0));
|
|
761
|
+
vec3 rayDirectionB = normalize(rayDirectionG - 1.0 * vec3(aberrationStrength / 2.0));
|
|
762
|
+
#else
|
|
763
|
+
vec3 rayDirectionR = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 - aberrationStrength), 1.0), vModelMatrixInverse);
|
|
764
|
+
vec3 rayDirectionB = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 + aberrationStrength), 1.0), vModelMatrixInverse);
|
|
765
|
+
#endif
|
|
766
|
+
float finalColorR = textureGradient(envMap, rayDirectionR, directionCamPerfect).r;
|
|
767
|
+
float finalColorG = textureGradient(envMap, rayDirectionG, directionCamPerfect).g;
|
|
768
|
+
float finalColorB = textureGradient(envMap, rayDirectionB, directionCamPerfect).b;
|
|
769
|
+
finalColor = vec3(finalColorR, finalColorG, finalColorB);
|
|
770
|
+
#else
|
|
771
|
+
rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);
|
|
772
|
+
finalColor = textureGradient(envMap, rayDirection, directionCamPerfect).rgb;
|
|
773
|
+
#endif
|
|
774
|
+
|
|
775
|
+
finalColor *= color;
|
|
776
|
+
#ifdef USE_INSTANCING_COLOR
|
|
777
|
+
finalColor *= vInstanceColor;
|
|
778
|
+
#endif
|
|
779
|
+
|
|
780
|
+
vec3 viewDirection = normalize(vWorldPosition - cameraPosition);
|
|
781
|
+
float nFresnel = fresnelFunc(viewDirection, normal) * fresnel;
|
|
782
|
+
gl_FragColor = vec4(mix(finalColor, vec3(1.0), nFresnel), 1.0);
|
|
783
|
+
#include <tonemapping_fragment>
|
|
784
|
+
#include <encodings_fragment>
|
|
785
|
+
}`);
|
|
786
|
+
|
|
787
|
+
class MeshTransmissionMaterial extends THREE.MeshPhysicalMaterial {
|
|
788
|
+
constructor(samples = 6, transmissionSampler = false) {
|
|
789
|
+
super();
|
|
790
|
+
this.uniforms = {
|
|
791
|
+
chromaticAberration: { value: 0.05 },
|
|
792
|
+
// Transmission must always be 0, unless transmissionSampler is being used
|
|
793
|
+
transmission: { value: 0 },
|
|
794
|
+
// Instead a workaround is used, see below for reasons why
|
|
795
|
+
_transmission: { value: 1 },
|
|
796
|
+
transmissionMap: { value: null },
|
|
797
|
+
// Roughness is 1 in THREE.MeshPhysicalMaterial but it makes little sense in a transmission material
|
|
798
|
+
roughness: { value: 0 },
|
|
799
|
+
thickness: { value: 0 },
|
|
800
|
+
thicknessMap: { value: null },
|
|
801
|
+
attenuationDistance: { value: Infinity },
|
|
802
|
+
attenuationColor: { value: new THREE.Color('white') },
|
|
803
|
+
anisotropy: { value: 0.1 },
|
|
804
|
+
time: { value: 0 },
|
|
805
|
+
distortion: { value: 0.0 },
|
|
806
|
+
distortionScale: { value: 0.5 },
|
|
807
|
+
temporalDistortion: { value: 0.0 },
|
|
808
|
+
buffer: { value: null },
|
|
809
|
+
};
|
|
810
|
+
this.onBeforeCompile = (shader) => {
|
|
811
|
+
shader.uniforms = Object.assign(Object.assign({}, shader.uniforms), this.uniforms);
|
|
812
|
+
// If the transmission sampler is active inject a flag
|
|
813
|
+
if (transmissionSampler)
|
|
814
|
+
shader.defines['USE_SAMPLER'] = '';
|
|
815
|
+
// Otherwise we do use use .transmission and must therefore force USE_TRANSMISSION
|
|
816
|
+
// because threejs won't inject it for us
|
|
817
|
+
else
|
|
818
|
+
shader.defines['USE_TRANSMISSION'] = '';
|
|
819
|
+
// Head
|
|
820
|
+
shader.fragmentShader =
|
|
821
|
+
/*glsl*/ `
|
|
822
|
+
uniform float chromaticAberration;
|
|
823
|
+
uniform float anisotropy;
|
|
824
|
+
uniform float time;
|
|
825
|
+
uniform float distortion;
|
|
826
|
+
uniform float distortionScale;
|
|
827
|
+
uniform float temporalDistortion;
|
|
828
|
+
uniform sampler2D buffer;
|
|
829
|
+
|
|
830
|
+
vec3 random3(vec3 c) {
|
|
831
|
+
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
|
|
832
|
+
vec3 r;
|
|
833
|
+
r.z = fract(512.0*j);
|
|
834
|
+
j *= .125;
|
|
835
|
+
r.x = fract(512.0*j);
|
|
836
|
+
j *= .125;
|
|
837
|
+
r.y = fract(512.0*j);
|
|
838
|
+
return r-0.5;
|
|
839
|
+
}
|
|
840
|
+
|
|
841
|
+
float seed = 0.0;
|
|
842
|
+
uint hash( uint x ) {
|
|
843
|
+
x += ( x << 10u );
|
|
844
|
+
x ^= ( x >> 6u );
|
|
845
|
+
x += ( x << 3u );
|
|
846
|
+
x ^= ( x >> 11u );
|
|
847
|
+
x += ( x << 15u );
|
|
848
|
+
return x;
|
|
849
|
+
}
|
|
850
|
+
|
|
851
|
+
// Compound versions of the hashing algorithm I whipped together.
|
|
852
|
+
uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }
|
|
853
|
+
uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }
|
|
854
|
+
uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }
|
|
855
|
+
|
|
856
|
+
// Construct a float with half-open range [0:1] using low 23 bits.
|
|
857
|
+
// All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.
|
|
858
|
+
float floatConstruct( uint m ) {
|
|
859
|
+
const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask
|
|
860
|
+
const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32
|
|
861
|
+
m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
|
|
862
|
+
m |= ieeeOne; // Add fractional part to 1.0
|
|
863
|
+
float f = uintBitsToFloat( m ); // Range [1:2]
|
|
864
|
+
return f - 1.0; // Range [0:1]
|
|
865
|
+
}
|
|
866
|
+
|
|
867
|
+
// Pseudo-random value in half-open range [0:1].
|
|
868
|
+
float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }
|
|
869
|
+
float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
|
|
870
|
+
float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
|
|
871
|
+
float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
|
|
872
|
+
|
|
873
|
+
float rand() {
|
|
874
|
+
float result = random(vec3(gl_FragCoord.xy, seed));
|
|
875
|
+
seed += 1.0;
|
|
876
|
+
return result;
|
|
877
|
+
}
|
|
878
|
+
|
|
879
|
+
const float F3 = 0.3333333;
|
|
880
|
+
const float G3 = 0.1666667;
|
|
881
|
+
|
|
882
|
+
float snoise(vec3 p) {
|
|
883
|
+
vec3 s = floor(p + dot(p, vec3(F3)));
|
|
884
|
+
vec3 x = p - s + dot(s, vec3(G3));
|
|
885
|
+
vec3 e = step(vec3(0.0), x - x.yzx);
|
|
886
|
+
vec3 i1 = e*(1.0 - e.zxy);
|
|
887
|
+
vec3 i2 = 1.0 - e.zxy*(1.0 - e);
|
|
888
|
+
vec3 x1 = x - i1 + G3;
|
|
889
|
+
vec3 x2 = x - i2 + 2.0*G3;
|
|
890
|
+
vec3 x3 = x - 1.0 + 3.0*G3;
|
|
891
|
+
vec4 w, d;
|
|
892
|
+
w.x = dot(x, x);
|
|
893
|
+
w.y = dot(x1, x1);
|
|
894
|
+
w.z = dot(x2, x2);
|
|
895
|
+
w.w = dot(x3, x3);
|
|
896
|
+
w = max(0.6 - w, 0.0);
|
|
897
|
+
d.x = dot(random3(s), x);
|
|
898
|
+
d.y = dot(random3(s + i1), x1);
|
|
899
|
+
d.z = dot(random3(s + i2), x2);
|
|
900
|
+
d.w = dot(random3(s + 1.0), x3);
|
|
901
|
+
w *= w;
|
|
902
|
+
w *= w;
|
|
903
|
+
d *= w;
|
|
904
|
+
return dot(d, vec4(52.0));
|
|
905
|
+
}
|
|
906
|
+
|
|
907
|
+
float snoiseFractal(vec3 m) {
|
|
908
|
+
return 0.5333333* snoise(m)
|
|
909
|
+
+0.2666667* snoise(2.0*m)
|
|
910
|
+
+0.1333333* snoise(4.0*m)
|
|
911
|
+
+0.0666667* snoise(8.0*m);
|
|
912
|
+
}\n` + shader.fragmentShader;
|
|
913
|
+
// Remove transmission
|
|
914
|
+
shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_pars_fragment>',
|
|
915
|
+
/*glsl*/ `
|
|
916
|
+
#ifdef USE_TRANSMISSION
|
|
917
|
+
// Transmission code is based on glTF-Sampler-Viewer
|
|
918
|
+
// https://github.com/KhronosGroup/glTF-Sample-Viewer
|
|
919
|
+
uniform float _transmission;
|
|
920
|
+
uniform float thickness;
|
|
921
|
+
uniform float attenuationDistance;
|
|
922
|
+
uniform vec3 attenuationColor;
|
|
923
|
+
#ifdef USE_TRANSMISSIONMAP
|
|
924
|
+
uniform sampler2D transmissionMap;
|
|
925
|
+
#endif
|
|
926
|
+
#ifdef USE_THICKNESSMAP
|
|
927
|
+
uniform sampler2D thicknessMap;
|
|
928
|
+
#endif
|
|
929
|
+
uniform vec2 transmissionSamplerSize;
|
|
930
|
+
uniform sampler2D transmissionSamplerMap;
|
|
931
|
+
uniform mat4 modelMatrix;
|
|
932
|
+
uniform mat4 projectionMatrix;
|
|
933
|
+
varying vec3 vWorldPosition;
|
|
934
|
+
vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {
|
|
935
|
+
// Direction of refracted light.
|
|
936
|
+
vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
|
|
937
|
+
// Compute rotation-independant scaling of the model matrix.
|
|
938
|
+
vec3 modelScale;
|
|
939
|
+
modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
|
|
940
|
+
modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
|
|
941
|
+
modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );
|
|
942
|
+
// The thickness is specified in local space.
|
|
943
|
+
return normalize( refractionVector ) * thickness * modelScale;
|
|
944
|
+
}
|
|
945
|
+
float applyIorToRoughness( const in float roughness, const in float ior ) {
|
|
946
|
+
// Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
|
|
947
|
+
// an IOR of 1.5 results in the default amount of microfacet refraction.
|
|
948
|
+
return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );
|
|
949
|
+
}
|
|
950
|
+
vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {
|
|
951
|
+
float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );
|
|
952
|
+
#ifdef USE_SAMPLER
|
|
953
|
+
#ifdef texture2DLodEXT
|
|
954
|
+
return texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod);
|
|
955
|
+
#else
|
|
956
|
+
return texture2D(transmissionSamplerMap, fragCoord.xy, framebufferLod);
|
|
957
|
+
#endif
|
|
958
|
+
#else
|
|
959
|
+
return texture2D(buffer, fragCoord.xy);
|
|
960
|
+
#endif
|
|
961
|
+
}
|
|
962
|
+
vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {
|
|
963
|
+
if ( isinf( attenuationDistance ) ) {
|
|
964
|
+
// Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
|
|
965
|
+
return radiance;
|
|
966
|
+
} else {
|
|
967
|
+
// Compute light attenuation using Beer's law.
|
|
968
|
+
vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;
|
|
969
|
+
vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law
|
|
970
|
+
return transmittance * radiance;
|
|
971
|
+
}
|
|
972
|
+
}
|
|
973
|
+
vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,
|
|
974
|
+
const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,
|
|
975
|
+
const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,
|
|
976
|
+
const in vec3 attenuationColor, const in float attenuationDistance ) {
|
|
977
|
+
vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
|
|
978
|
+
vec3 refractedRayExit = position + transmissionRay;
|
|
979
|
+
// Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
|
|
980
|
+
vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
|
|
981
|
+
vec2 refractionCoords = ndcPos.xy / ndcPos.w;
|
|
982
|
+
refractionCoords += 1.0;
|
|
983
|
+
refractionCoords /= 2.0;
|
|
984
|
+
// Sample framebuffer to get pixel the refracted ray hits.
|
|
985
|
+
vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
|
|
986
|
+
vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );
|
|
987
|
+
// Get the specular component.
|
|
988
|
+
vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
|
|
989
|
+
return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );
|
|
990
|
+
}
|
|
991
|
+
#endif\n`);
|
|
992
|
+
// Add refraction
|
|
993
|
+
shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_fragment>',
|
|
994
|
+
/*glsl*/ `
|
|
995
|
+
// Improve the refraction to use the world pos
|
|
996
|
+
material.transmission = _transmission;
|
|
997
|
+
material.transmissionAlpha = 1.0;
|
|
998
|
+
material.thickness = thickness;
|
|
999
|
+
material.attenuationDistance = attenuationDistance;
|
|
1000
|
+
material.attenuationColor = attenuationColor;
|
|
1001
|
+
#ifdef USE_TRANSMISSIONMAP
|
|
1002
|
+
material.transmission *= texture2D( transmissionMap, vUv ).r;
|
|
1003
|
+
#endif
|
|
1004
|
+
#ifdef USE_THICKNESSMAP
|
|
1005
|
+
material.thickness *= texture2D( thicknessMap, vUv ).g;
|
|
1006
|
+
#endif
|
|
1007
|
+
|
|
1008
|
+
vec3 pos = vWorldPosition;
|
|
1009
|
+
vec3 v = normalize( cameraPosition - pos );
|
|
1010
|
+
vec3 n = inverseTransformDirection( normal, viewMatrix );
|
|
1011
|
+
vec3 transmission = vec3(0.0);
|
|
1012
|
+
float transmissionR, transmissionB, transmissionG;
|
|
1013
|
+
float randomCoords = rand();
|
|
1014
|
+
float thickness_smear = thickness * max(pow(roughnessFactor, 0.33), anisotropy);
|
|
1015
|
+
vec3 distortionNormal = vec3(0.0);
|
|
1016
|
+
vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion;
|
|
1017
|
+
if (distortion > 0.0) {
|
|
1018
|
+
distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset)));
|
|
1019
|
+
}
|
|
1020
|
+
for (float i = 0.0; i < ${samples}.0; i ++) {
|
|
1021
|
+
vec3 sampleNorm = normalize(n + roughnessFactor * roughnessFactor * 2.0 * normalize(vec3(rand() - 0.5, rand() - 0.5, rand() - 0.5)) * pow(rand(), 0.33) + distortionNormal);
|
|
1022
|
+
transmissionR = getIBLVolumeRefraction(
|
|
1023
|
+
sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
|
|
1024
|
+
pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
|
|
1025
|
+
material.attenuationColor, material.attenuationDistance
|
|
1026
|
+
).r;
|
|
1027
|
+
transmissionG = getIBLVolumeRefraction(
|
|
1028
|
+
sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
|
|
1029
|
+
pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${samples})) , material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
|
|
1030
|
+
material.attenuationColor, material.attenuationDistance
|
|
1031
|
+
).g;
|
|
1032
|
+
transmissionB = getIBLVolumeRefraction(
|
|
1033
|
+
sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
|
|
1034
|
+
pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${samples})), material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
|
|
1035
|
+
material.attenuationColor, material.attenuationDistance
|
|
1036
|
+
).b;
|
|
1037
|
+
transmission.r += transmissionR;
|
|
1038
|
+
transmission.g += transmissionG;
|
|
1039
|
+
transmission.b += transmissionB;
|
|
1040
|
+
}
|
|
1041
|
+
transmission /= ${samples}.0;
|
|
1042
|
+
totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n`);
|
|
1043
|
+
};
|
|
1044
|
+
Object.keys(this.uniforms).forEach((name) => Object.defineProperty(this, name, {
|
|
1045
|
+
get: () => this.uniforms[name].value,
|
|
1046
|
+
set: (v) => (this.uniforms[name].value = v),
|
|
1047
|
+
}));
|
|
1048
|
+
}
|
|
1049
|
+
}
|
|
1050
|
+
|
|
433
1051
|
class MeshWobbleMaterial extends THREE.MeshStandardMaterial {
|
|
434
1052
|
constructor(parameters = {}) {
|
|
435
1053
|
super(parameters);
|
|
@@ -466,36 +1084,6 @@ class MeshWobbleMaterial extends THREE.MeshStandardMaterial {
|
|
|
466
1084
|
}
|
|
467
1085
|
}
|
|
468
1086
|
|
|
469
|
-
function shaderMaterial(uniforms, vertexShader, fragmentShader, onInit) {
|
|
470
|
-
const material = class extends THREE.ShaderMaterial {
|
|
471
|
-
constructor(parameters = {}) {
|
|
472
|
-
const entries = Object.entries(uniforms);
|
|
473
|
-
// Create unforms and shaders
|
|
474
|
-
super({
|
|
475
|
-
uniforms: entries.reduce((acc, [name, value]) => {
|
|
476
|
-
const uniform = THREE.UniformsUtils.clone({ [name]: { value } });
|
|
477
|
-
return Object.assign(Object.assign({}, acc), uniform);
|
|
478
|
-
}, {}),
|
|
479
|
-
vertexShader,
|
|
480
|
-
fragmentShader,
|
|
481
|
-
});
|
|
482
|
-
this.key = '';
|
|
483
|
-
// Create getter/setters
|
|
484
|
-
entries.forEach(([name]) => Object.defineProperty(this, name, {
|
|
485
|
-
get: () => this.uniforms[name].value,
|
|
486
|
-
set: (v) => (this.uniforms[name].value = v),
|
|
487
|
-
}));
|
|
488
|
-
// Assign parameters, this might include uniforms
|
|
489
|
-
Object.assign(this, parameters);
|
|
490
|
-
// Call onInit
|
|
491
|
-
if (onInit)
|
|
492
|
-
onInit(this);
|
|
493
|
-
}
|
|
494
|
-
};
|
|
495
|
-
material.key = THREE.MathUtils.generateUUID();
|
|
496
|
-
return material;
|
|
497
|
-
}
|
|
498
|
-
|
|
499
1087
|
class SpotLightMaterial extends ShaderMaterial {
|
|
500
1088
|
constructor() {
|
|
501
1089
|
super({
|
|
@@ -585,5 +1173,5 @@ class SpotLightMaterial extends ShaderMaterial {
|
|
|
585
1173
|
* Generated bundle index. Do not edit.
|
|
586
1174
|
*/
|
|
587
1175
|
|
|
588
|
-
export { BlurPass, ConvolutionMaterial, MeshReflectorMaterial, MeshWobbleMaterial, NGTS_DISTORT_MATERIAL_SHADER, SpotLightMaterial, provideNgtsMeshDistortMaterialShader, shaderMaterial };
|
|
1176
|
+
export { BlurPass, CausticsMaterial, CausticsProjectionMaterial, ConvolutionMaterial, DiscardMaterial, MeshReflectorMaterial, MeshRefractionMaterial, MeshTransmissionMaterial, MeshWobbleMaterial, NGTS_DISTORT_MATERIAL_SHADER, SpotLightMaterial, provideNgtsMeshDistortMaterialShader, shaderMaterial };
|
|
589
1177
|
//# sourceMappingURL=angular-three-soba-shaders.mjs.map
|