angular-three-soba 2.0.0-beta.26 → 2.0.0-beta.261

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 (397) hide show
  1. package/README.md +62 -4
  2. package/abstractions/README.md +278 -2
  3. package/abstractions/index.d.ts +11 -6
  4. package/abstractions/lib/catmull-rom-line.d.ts +648 -0
  5. package/abstractions/lib/cubic-bezier-line.d.ts +19 -0
  6. package/abstractions/lib/edges.d.ts +850 -0
  7. package/abstractions/lib/gradient-texture.d.ts +24 -0
  8. package/abstractions/lib/grid.d.ts +339 -0
  9. package/abstractions/lib/helper.d.ts +25 -0
  10. package/abstractions/lib/line.d.ts +41 -0
  11. package/abstractions/lib/prism-geometry.d.ts +30 -0
  12. package/abstractions/lib/quadratic-bezier-line.d.ts +21 -0
  13. package/abstractions/lib/text-3d.d.ts +338 -0
  14. package/abstractions/lib/text.d.ts +55 -0
  15. package/cameras/README.md +91 -2
  16. package/cameras/index.d.ts +4 -4
  17. package/cameras/lib/camera-content.d.ts +10 -0
  18. package/cameras/lib/cube-camera.d.ts +38 -0
  19. package/cameras/lib/orthographic-camera.d.ts +40 -0
  20. package/cameras/lib/perspective-camera.d.ts +36 -0
  21. package/controls/README.md +95 -2
  22. package/controls/index.d.ts +2 -1
  23. package/controls/lib/camera-controls.d.ts +31 -0
  24. package/controls/lib/orbit-controls.d.ts +38 -0
  25. package/esm2022/abstractions/index.mjs +12 -7
  26. package/esm2022/abstractions/lib/catmull-rom-line.mjs +76 -0
  27. package/esm2022/abstractions/lib/cubic-bezier-line.mjs +51 -0
  28. package/esm2022/abstractions/lib/edges.mjs +70 -0
  29. package/esm2022/abstractions/lib/gradient-texture.mjs +91 -0
  30. package/esm2022/abstractions/lib/grid.mjs +103 -0
  31. package/esm2022/abstractions/lib/helper.mjs +80 -0
  32. package/esm2022/abstractions/lib/line.mjs +123 -0
  33. package/esm2022/abstractions/lib/prism-geometry.mjs +55 -0
  34. package/esm2022/abstractions/lib/quadratic-bezier-line.mjs +73 -0
  35. package/esm2022/abstractions/lib/text-3d.mjs +98 -0
  36. package/esm2022/abstractions/lib/text.mjs +92 -0
  37. package/esm2022/cameras/index.mjs +5 -5
  38. package/esm2022/cameras/lib/camera-content.mjs +14 -0
  39. package/esm2022/cameras/lib/cube-camera.mjs +111 -0
  40. package/esm2022/cameras/lib/orthographic-camera.mjs +131 -0
  41. package/esm2022/cameras/lib/perspective-camera.mjs +104 -0
  42. package/esm2022/controls/index.mjs +3 -2
  43. package/esm2022/controls/lib/camera-controls.mjs +127 -0
  44. package/esm2022/controls/lib/orbit-controls.mjs +126 -0
  45. package/esm2022/loaders/index.mjs +6 -5
  46. package/esm2022/loaders/lib/font-loader.mjs +49 -0
  47. package/esm2022/loaders/lib/gltf-loader.mjs +33 -0
  48. package/esm2022/loaders/lib/loader.mjs +109 -0
  49. package/esm2022/loaders/lib/progress.mjs +51 -0
  50. package/esm2022/loaders/lib/texture-loader.mjs +32 -0
  51. package/esm2022/materials/index.mjs +7 -7
  52. package/esm2022/materials/lib/custom-shader-material.mjs +71 -0
  53. package/esm2022/materials/lib/mesh-distort-material.mjs +42 -0
  54. package/esm2022/materials/lib/mesh-reflector-material.mjs +278 -0
  55. package/esm2022/materials/lib/mesh-refraction-material.mjs +144 -0
  56. package/esm2022/materials/lib/mesh-transmission-material.mjs +188 -0
  57. package/esm2022/materials/lib/mesh-wobble-material.mjs +42 -0
  58. package/esm2022/misc/index.mjs +10 -14
  59. package/esm2022/misc/lib/animations.mjs +74 -0
  60. package/esm2022/misc/lib/bake-shadows.mjs +26 -0
  61. package/esm2022/misc/lib/computed-attribute.mjs +56 -0
  62. package/esm2022/misc/lib/constants.mjs +5 -0
  63. package/esm2022/misc/lib/decal.mjs +135 -0
  64. package/esm2022/misc/lib/deprecated.mjs +15 -0
  65. package/esm2022/misc/lib/depth-buffer.mjs +39 -0
  66. package/esm2022/misc/lib/fbo.mjs +89 -0
  67. package/esm2022/misc/lib/sampler.mjs +121 -0
  68. package/esm2022/shaders/index.mjs +3 -18
  69. package/esm2022/shaders/lib/grid-material.mjs +81 -0
  70. package/esm2022/shaders/lib/mesh-refraction-material.mjs +163 -0
  71. package/esm2022/staging/index.mjs +19 -22
  72. package/esm2022/staging/lib/accumulative-shadows.mjs +182 -0
  73. package/esm2022/staging/lib/backdrop.mjs +73 -0
  74. package/esm2022/staging/lib/bb-anchor.mjs +58 -0
  75. package/esm2022/staging/lib/bounds.mjs +286 -0
  76. package/esm2022/staging/lib/camera-shake.mjs +69 -0
  77. package/esm2022/staging/lib/caustics.mjs +188 -0
  78. package/esm2022/staging/lib/center.mjs +113 -0
  79. package/esm2022/staging/lib/contact-shadows.mjs +201 -0
  80. package/esm2022/staging/lib/environment.mjs +465 -0
  81. package/esm2022/staging/lib/float.mjs +60 -0
  82. package/esm2022/staging/lib/lightformer.mjs +107 -0
  83. package/esm2022/staging/lib/matcap-texture.mjs +81 -0
  84. package/esm2022/staging/lib/normal-texture.mjs +85 -0
  85. package/esm2022/staging/lib/randomized-lights.mjs +104 -0
  86. package/esm2022/staging/lib/render-texture.mjs +213 -0
  87. package/esm2022/staging/lib/sky.mjs +86 -0
  88. package/esm2022/staging/lib/spot-light.mjs +450 -0
  89. package/esm2022/staging/lib/stage.mjs +236 -0
  90. package/esm2022/vanilla-exports/angular-three-soba-vanilla-exports.mjs +5 -0
  91. package/esm2022/vanilla-exports/index.mjs +3 -0
  92. package/fesm2022/angular-three-soba-abstractions.mjs +739 -718
  93. package/fesm2022/angular-three-soba-abstractions.mjs.map +1 -1
  94. package/fesm2022/angular-three-soba-cameras.mjs +260 -307
  95. package/fesm2022/angular-three-soba-cameras.mjs.map +1 -1
  96. package/fesm2022/angular-three-soba-controls.mjs +174 -110
  97. package/fesm2022/angular-three-soba-controls.mjs.map +1 -1
  98. package/fesm2022/angular-three-soba-loaders.mjs +151 -129
  99. package/fesm2022/angular-three-soba-loaders.mjs.map +1 -1
  100. package/fesm2022/angular-three-soba-materials.mjs +511 -764
  101. package/fesm2022/angular-three-soba-materials.mjs.map +1 -1
  102. package/fesm2022/angular-three-soba-misc.mjs +405 -2149
  103. package/fesm2022/angular-three-soba-misc.mjs.map +1 -1
  104. package/fesm2022/angular-three-soba-shaders.mjs +33 -1373
  105. package/fesm2022/angular-three-soba-shaders.mjs.map +1 -1
  106. package/fesm2022/angular-three-soba-staging.mjs +2329 -3538
  107. package/fesm2022/angular-three-soba-staging.mjs.map +1 -1
  108. package/fesm2022/angular-three-soba-vanilla-exports.mjs +6 -0
  109. package/fesm2022/angular-three-soba-vanilla-exports.mjs.map +1 -0
  110. package/loaders/README.md +130 -2
  111. package/loaders/index.d.ts +5 -4
  112. package/loaders/lib/font-loader.d.ts +27 -0
  113. package/loaders/lib/gltf-loader.d.ts +21 -0
  114. package/loaders/lib/loader.d.ts +29 -0
  115. package/loaders/lib/progress.d.ts +9 -0
  116. package/loaders/lib/texture-loader.d.ts +13 -0
  117. package/materials/README.md +160 -2
  118. package/materials/index.d.ts +6 -6
  119. package/materials/lib/custom-shader-material.d.ts +19 -0
  120. package/materials/lib/mesh-distort-material.d.ts +18 -0
  121. package/materials/lib/mesh-reflector-material.d.ts +50 -0
  122. package/materials/lib/mesh-refraction-material.d.ts +42 -0
  123. package/materials/lib/mesh-transmission-material.d.ts +77 -0
  124. package/materials/lib/mesh-wobble-material.d.ts +15 -0
  125. package/metadata.json +1 -1
  126. package/misc/README.md +217 -2
  127. package/misc/index.d.ts +9 -13
  128. package/misc/lib/animations.d.ts +14 -0
  129. package/misc/lib/computed-attribute.d.ts +69 -0
  130. package/misc/lib/constants.d.ts +1 -0
  131. package/misc/lib/decal.d.ts +27 -0
  132. package/misc/lib/deprecated.d.ts +14 -0
  133. package/misc/lib/depth-buffer.d.ts +8 -0
  134. package/misc/lib/fbo.d.ts +47 -0
  135. package/misc/lib/sampler.d.ts +73 -0
  136. package/package.json +60 -38
  137. package/shaders/index.d.ts +2 -17
  138. package/shaders/lib/grid-material.d.ts +69 -0
  139. package/shaders/lib/mesh-refraction-material.d.ts +11 -0
  140. package/staging/README.md +472 -2
  141. package/staging/index.d.ts +18 -21
  142. package/staging/lib/accumulative-shadows.d.ts +75 -0
  143. package/staging/lib/backdrop.d.ts +22 -0
  144. package/staging/lib/bb-anchor.d.ts +17 -0
  145. package/staging/lib/bounds.d.ts +47 -0
  146. package/staging/lib/camera-shake.d.ts +29 -0
  147. package/staging/lib/caustics.d.ts +53 -0
  148. package/staging/lib/center.d.ts +422 -0
  149. package/staging/lib/contact-shadows.d.ts +45 -0
  150. package/staging/lib/environment.d.ts +159 -0
  151. package/staging/lib/float.d.ts +19 -0
  152. package/staging/lib/lightformer.d.ts +334 -0
  153. package/staging/lib/matcap-texture.d.ts +32 -0
  154. package/staging/lib/normal-texture.d.ts +37 -0
  155. package/staging/lib/randomized-lights.d.ts +54 -0
  156. package/staging/lib/render-texture.d.ts +64 -0
  157. package/staging/lib/sky.d.ts +32 -0
  158. package/staging/lib/spot-light.d.ts +120 -0
  159. package/staging/lib/stage.d.ts +376 -0
  160. package/vanilla-exports/README.md +3 -0
  161. package/vanilla-exports/index.d.ts +27 -0
  162. package/web-types.json +1 -1
  163. package/abstractions/billboard/billboard.d.ts +0 -28
  164. package/abstractions/detailed/detailed.d.ts +0 -26
  165. package/abstractions/edges/edges.d.ts +0 -34
  166. package/abstractions/grid/grid.d.ts +0 -50
  167. package/abstractions/text/text.d.ts +0 -82
  168. package/abstractions/text-3d/text-3d.d.ts +0 -84
  169. package/assets/distort.vert.glsl +0 -1
  170. package/cameras/camera/camera-content.d.ts +0 -13
  171. package/cameras/camera/camera.d.ts +0 -26
  172. package/cameras/cube-camera/cube-camera.d.ts +0 -69
  173. package/cameras/orthographic-camera/orthographic-camera.d.ts +0 -37
  174. package/cameras/perspective-camera/perspective-camera.d.ts +0 -18
  175. package/controls/orbit-controls/orbit-controls.d.ts +0 -54
  176. package/esm2022/abstractions/billboard/billboard.mjs +0 -74
  177. package/esm2022/abstractions/detailed/detailed.mjs +0 -64
  178. package/esm2022/abstractions/edges/edges.mjs +0 -88
  179. package/esm2022/abstractions/grid/grid.mjs +0 -180
  180. package/esm2022/abstractions/text/text.mjs +0 -274
  181. package/esm2022/abstractions/text-3d/text-3d.mjs +0 -172
  182. package/esm2022/cameras/camera/camera-content.mjs +0 -21
  183. package/esm2022/cameras/camera/camera.mjs +0 -77
  184. package/esm2022/cameras/cube-camera/cube-camera.mjs +0 -161
  185. package/esm2022/cameras/orthographic-camera/orthographic-camera.mjs +0 -102
  186. package/esm2022/cameras/perspective-camera/perspective-camera.mjs +0 -46
  187. package/esm2022/controls/orbit-controls/orbit-controls.mjs +0 -185
  188. package/esm2022/gizmos/angular-three-soba-gizmos.mjs +0 -5
  189. package/esm2022/gizmos/gizmo-helper/gizmo-helper.mjs +0 -197
  190. package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/constants.mjs +0 -31
  191. package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.mjs +0 -93
  192. package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.mjs +0 -150
  193. package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-input.mjs +0 -66
  194. package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube.mjs +0 -71
  195. package/esm2022/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.mjs +0 -195
  196. package/esm2022/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport.mjs +0 -272
  197. package/esm2022/gizmos/index.mjs +0 -4
  198. package/esm2022/loaders/gltf-loader/gltf-loader.mjs +0 -30
  199. package/esm2022/loaders/loader/loader.mjs +0 -138
  200. package/esm2022/loaders/progress/progress.mjs +0 -52
  201. package/esm2022/loaders/texture-loader/texture-loader.mjs +0 -28
  202. package/esm2022/materials/mesh-distort-material/mesh-distort-material.mjs +0 -82
  203. package/esm2022/materials/mesh-reflector-material/mesh-reflector-material.mjs +0 -367
  204. package/esm2022/materials/mesh-refraction-material/mesh-refraction-material.mjs +0 -171
  205. package/esm2022/materials/mesh-transmission-material/mesh-transmission-material.mjs +0 -278
  206. package/esm2022/materials/mesh-wobble-material/mesh-wobble-material.mjs +0 -68
  207. package/esm2022/materials/point-material/point-material.mjs +0 -50
  208. package/esm2022/misc/animations/animations.mjs +0 -59
  209. package/esm2022/misc/bake-shadows/bake-shadows.mjs +0 -24
  210. package/esm2022/misc/caustics/caustics.mjs +0 -387
  211. package/esm2022/misc/decal/decal.mjs +0 -187
  212. package/esm2022/misc/depth-buffer/depth-buffer.mjs +0 -44
  213. package/esm2022/misc/example/example.mjs +0 -160
  214. package/esm2022/misc/fbo/fbo.mjs +0 -47
  215. package/esm2022/misc/html/html-wrapper.mjs +0 -478
  216. package/esm2022/misc/html/html.mjs +0 -304
  217. package/esm2022/misc/sampler/sampler.mjs +0 -142
  218. package/esm2022/misc/shadow/shadow.mjs +0 -111
  219. package/esm2022/misc/stats-gl/stats-gl.mjs +0 -61
  220. package/esm2022/misc/trail/trail.mjs +0 -209
  221. package/esm2022/misc/trail-texture/inject-trail-texture.mjs +0 -17
  222. package/esm2022/misc/trail-texture/trail-texture.mjs +0 -106
  223. package/esm2022/modifiers/angular-three-soba-modifiers.mjs +0 -5
  224. package/esm2022/modifiers/curve-modifier/curve-modifier.mjs +0 -64
  225. package/esm2022/modifiers/index.mjs +0 -2
  226. package/esm2022/performances/adaptive-dpr/adaptive-dpr.mjs +0 -44
  227. package/esm2022/performances/adaptive-events/adaptive-events.mjs +0 -27
  228. package/esm2022/performances/angular-three-soba-performances.mjs +0 -5
  229. package/esm2022/performances/index.mjs +0 -8
  230. package/esm2022/performances/instances/instances.mjs +0 -220
  231. package/esm2022/performances/instances/position-mesh.mjs +0 -52
  232. package/esm2022/performances/points/points-input.mjs +0 -64
  233. package/esm2022/performances/points/points.mjs +0 -326
  234. package/esm2022/performances/points/position-point.mjs +0 -54
  235. package/esm2022/performances/segments/segment-object.mjs +0 -9
  236. package/esm2022/performances/segments/segments.mjs +0 -182
  237. package/esm2022/shaders/blur-pass/blur-pass.mjs +0 -61
  238. package/esm2022/shaders/caustics/caustics-material.mjs +0 -130
  239. package/esm2022/shaders/caustics/caustics-projection-material.mjs +0 -31
  240. package/esm2022/shaders/convolution-material/convolution-material.mjs +0 -94
  241. package/esm2022/shaders/discard-material/discard-material.mjs +0 -3
  242. package/esm2022/shaders/grid-material/grid-material.mjs +0 -77
  243. package/esm2022/shaders/mesh-distort-material/mesh-distort-material.mjs +0 -56
  244. package/esm2022/shaders/mesh-reflector-material/mesh-reflector-material.mjs +0 -223
  245. package/esm2022/shaders/mesh-refraction-material/mesh-refraction-material.mjs +0 -170
  246. package/esm2022/shaders/mesh-transmission-material/mesh-transmission-material.mjs +0 -268
  247. package/esm2022/shaders/mesh-wobble-material/mesh-wobble-material.mjs +0 -37
  248. package/esm2022/shaders/shader-material/shader-material.mjs +0 -34
  249. package/esm2022/shaders/soft-shadow-material/soft-shadow-material.mjs +0 -25
  250. package/esm2022/shaders/sparkles-material/sparkles-material.mjs +0 -33
  251. package/esm2022/shaders/spot-light-material/spot-light-material.mjs +0 -86
  252. package/esm2022/shaders/star-field-material/star-field-material.mjs +0 -33
  253. package/esm2022/shaders/wireframe-material/wireframe-material.mjs +0 -247
  254. package/esm2022/staging/accumulative-shadows/accumulative-shadows.mjs +0 -267
  255. package/esm2022/staging/accumulative-shadows/progressive-light-map.mjs +0 -108
  256. package/esm2022/staging/accumulative-shadows/randomized-lights.mjs +0 -206
  257. package/esm2022/staging/backdrop/backdrop.mjs +0 -77
  258. package/esm2022/staging/bb-anchor/bb-anchor.mjs +0 -69
  259. package/esm2022/staging/bounds/bounds.mjs +0 -308
  260. package/esm2022/staging/camera-shake/camera-shake.mjs +0 -123
  261. package/esm2022/staging/center/center.mjs +0 -165
  262. package/esm2022/staging/cloud/cloud.mjs +0 -158
  263. package/esm2022/staging/contact-shadows/contact-shadows.mjs +0 -246
  264. package/esm2022/staging/environment/assets.mjs +0 -13
  265. package/esm2022/staging/environment/environment-cube.mjs +0 -47
  266. package/esm2022/staging/environment/environment-ground.mjs +0 -41
  267. package/esm2022/staging/environment/environment-input.mjs +0 -119
  268. package/esm2022/staging/environment/environment-map.mjs +0 -53
  269. package/esm2022/staging/environment/environment-portal.mjs +0 -113
  270. package/esm2022/staging/environment/environment.mjs +0 -61
  271. package/esm2022/staging/environment/utils.mjs +0 -106
  272. package/esm2022/staging/float/float.mjs +0 -94
  273. package/esm2022/staging/matcap-texture/matcap-texture.mjs +0 -64
  274. package/esm2022/staging/normal-texture/normal-texture.mjs +0 -53
  275. package/esm2022/staging/sky/sky.mjs +0 -119
  276. package/esm2022/staging/sparkles/sparkles.mjs +0 -164
  277. package/esm2022/staging/spot-light/shadow-mesh-input.mjs +0 -63
  278. package/esm2022/staging/spot-light/shadow-mesh.mjs +0 -266
  279. package/esm2022/staging/spot-light/spot-light-input.mjs +0 -84
  280. package/esm2022/staging/spot-light/spot-light.mjs +0 -81
  281. package/esm2022/staging/spot-light/volumetric-mesh.mjs +0 -98
  282. package/esm2022/staging/stage/stage.mjs +0 -389
  283. package/esm2022/staging/stars/stars.mjs +0 -147
  284. package/esm2022/staging/wireframe/wireframe-input.mjs +0 -191
  285. package/esm2022/staging/wireframe/wireframe.mjs +0 -228
  286. package/esm2022/utils/angular-three-soba-utils.mjs +0 -5
  287. package/esm2022/utils/content/content.mjs +0 -15
  288. package/esm2022/utils/index.mjs +0 -2
  289. package/fesm2022/angular-three-soba-gizmos.mjs +0 -1043
  290. package/fesm2022/angular-three-soba-gizmos.mjs.map +0 -1
  291. package/fesm2022/angular-three-soba-modifiers.mjs +0 -71
  292. package/fesm2022/angular-three-soba-modifiers.mjs.map +0 -1
  293. package/fesm2022/angular-three-soba-performances.mjs +0 -956
  294. package/fesm2022/angular-three-soba-performances.mjs.map +0 -1
  295. package/fesm2022/angular-three-soba-utils.mjs +0 -22
  296. package/fesm2022/angular-three-soba-utils.mjs.map +0 -1
  297. package/gizmos/README.md +0 -3
  298. package/gizmos/gizmo-helper/gizmo-helper.d.ts +0 -69
  299. package/gizmos/gizmo-helper/gizmo-viewcube/constants.d.ts +0 -12
  300. package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.d.ts +0 -22
  301. package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.d.ts +0 -29
  302. package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-input.d.ts +0 -33
  303. package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube.d.ts +0 -10
  304. package/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.d.ts +0 -40
  305. package/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport.d.ts +0 -30
  306. package/gizmos/index.d.ts +0 -3
  307. package/loaders/gltf-loader/gltf-loader.d.ts +0 -10
  308. package/loaders/loader/loader.d.ts +0 -33
  309. package/loaders/progress/progress.d.ts +0 -9
  310. package/loaders/texture-loader/texture-loader.d.ts +0 -7
  311. package/materials/mesh-distort-material/mesh-distort-material.d.ts +0 -40
  312. package/materials/mesh-reflector-material/mesh-reflector-material.d.ts +0 -99
  313. package/materials/mesh-refraction-material/mesh-refraction-material.d.ts +0 -62
  314. package/materials/mesh-transmission-material/mesh-transmission-material.d.ts +0 -107
  315. package/materials/mesh-wobble-material/mesh-wobble-material.d.ts +0 -29
  316. package/materials/point-material/point-material.d.ts +0 -24
  317. package/misc/animations/animations.d.ts +0 -15
  318. package/misc/caustics/caustics.d.ts +0 -87
  319. package/misc/decal/decal.d.ts +0 -49
  320. package/misc/depth-buffer/depth-buffer.d.ts +0 -9
  321. package/misc/example/example.d.ts +0 -81
  322. package/misc/fbo/fbo.d.ts +0 -17
  323. package/misc/html/html-wrapper.d.ts +0 -559
  324. package/misc/html/html.d.ts +0 -214
  325. package/misc/sampler/sampler.d.ts +0 -67
  326. package/misc/shadow/shadow.d.ts +0 -37
  327. package/misc/stats-gl/stats-gl.d.ts +0 -24
  328. package/misc/trail/trail.d.ts +0 -57
  329. package/misc/trail-texture/inject-trail-texture.d.ts +0 -9
  330. package/misc/trail-texture/trail-texture.d.ts +0 -50
  331. package/modifiers/README.md +0 -3
  332. package/modifiers/curve-modifier/curve-modifier.d.ts +0 -23
  333. package/modifiers/index.d.ts +0 -1
  334. package/performances/README.md +0 -3
  335. package/performances/adaptive-dpr/adaptive-dpr.d.ts +0 -14
  336. package/performances/adaptive-events/adaptive-events.d.ts +0 -9
  337. package/performances/index.d.ts +0 -7
  338. package/performances/instances/instances.d.ts +0 -79
  339. package/performances/instances/position-mesh.d.ts +0 -10
  340. package/performances/points/points-input.d.ts +0 -32
  341. package/performances/points/points.d.ts +0 -92
  342. package/performances/points/position-point.d.ts +0 -11
  343. package/performances/segments/segment-object.d.ts +0 -7
  344. package/performances/segments/segments.d.ts +0 -124
  345. package/shaders/blur-pass/blur-pass.d.ts +0 -23
  346. package/shaders/caustics/caustics-material.d.ts +0 -4
  347. package/shaders/caustics/caustics-projection-material.d.ts +0 -4
  348. package/shaders/convolution-material/convolution-material.d.ts +0 -7
  349. package/shaders/discard-material/discard-material.d.ts +0 -3
  350. package/shaders/grid-material/grid-material.d.ts +0 -37
  351. package/shaders/mesh-distort-material/mesh-distort-material.d.ts +0 -295
  352. package/shaders/mesh-reflector-material/mesh-reflector-material.d.ts +0 -50
  353. package/shaders/mesh-refraction-material/mesh-refraction-material.d.ts +0 -4
  354. package/shaders/mesh-transmission-material/mesh-transmission-material.d.ts +0 -25
  355. package/shaders/mesh-wobble-material/mesh-wobble-material.d.ts +0 -16
  356. package/shaders/shader-material/shader-material.d.ts +0 -6
  357. package/shaders/soft-shadow-material/soft-shadow-material.d.ts +0 -19
  358. package/shaders/sparkles-material/sparkles-material.d.ts +0 -17
  359. package/shaders/spot-light-material/spot-light-material.d.ts +0 -13
  360. package/shaders/star-field-material/star-field-material.d.ts +0 -13
  361. package/shaders/wireframe-material/wireframe-material.d.ts +0 -58
  362. package/staging/accumulative-shadows/accumulative-shadows.d.ts +0 -146
  363. package/staging/accumulative-shadows/progressive-light-map.d.ts +0 -34
  364. package/staging/accumulative-shadows/randomized-lights.d.ts +0 -90
  365. package/staging/backdrop/backdrop.d.ts +0 -30
  366. package/staging/bb-anchor/bb-anchor.d.ts +0 -27
  367. package/staging/bounds/bounds.d.ts +0 -134
  368. package/staging/camera-shake/camera-shake.d.ts +0 -43
  369. package/staging/center/center.d.ts +0 -70
  370. package/staging/cloud/cloud.d.ts +0 -51
  371. package/staging/contact-shadows/contact-shadows.d.ts +0 -70
  372. package/staging/environment/assets.d.ts +0 -13
  373. package/staging/environment/environment-cube.d.ts +0 -15
  374. package/staging/environment/environment-ground.d.ts +0 -13
  375. package/staging/environment/environment-input.d.ts +0 -68
  376. package/staging/environment/environment-map.d.ts +0 -16
  377. package/staging/environment/environment-portal.d.ts +0 -18
  378. package/staging/environment/environment.d.ts +0 -8
  379. package/staging/environment/utils.d.ts +0 -7
  380. package/staging/float/float.d.ts +0 -31
  381. package/staging/matcap-texture/matcap-texture.d.ts +0 -13
  382. package/staging/normal-texture/normal-texture.d.ts +0 -16
  383. package/staging/sky/sky.d.ts +0 -48
  384. package/staging/sparkles/sparkles.d.ts +0 -63
  385. package/staging/spot-light/shadow-mesh-input.d.ts +0 -29
  386. package/staging/spot-light/shadow-mesh.d.ts +0 -37
  387. package/staging/spot-light/spot-light-input.d.ts +0 -38
  388. package/staging/spot-light/spot-light.d.ts +0 -39
  389. package/staging/spot-light/volumetric-mesh.d.ts +0 -24
  390. package/staging/stage/stage.d.ts +0 -130
  391. package/staging/stars/stars.d.ts +0 -45
  392. package/staging/wireframe/wireframe-input.d.ts +0 -65
  393. package/staging/wireframe/wireframe.d.ts +0 -28
  394. package/utils/README.md +0 -3
  395. package/utils/content/content.d.ts +0 -8
  396. package/utils/index.d.ts +0 -1
  397. /package/misc/{bake-shadows → lib}/bake-shadows.d.ts +0 -0
@@ -1,368 +1,25 @@
1
+ import { getVersion } from 'angular-three-soba/misc';
2
+ import { shaderMaterial } from 'angular-three-soba/vanilla-exports';
1
3
  import * as THREE from 'three';
2
- import { ShaderMaterial, Uniform, Vector2, NoBlending, WebGLRenderTarget, LinearFilter, HalfFloatType, Scene, PerspectiveCamera, BufferGeometry, BufferAttribute, Mesh, MeshStandardMaterial } from 'three';
3
- import { InjectionToken, inject, runInInjectionContext, computed, effect } from '@angular/core';
4
+ import { Color, Vector3 } from 'three';
4
5
  import { MeshBVHUniformStruct, shaderStructs, shaderIntersectFunction } from 'three-mesh-bvh';
5
- import { assertInjectionContext } from 'angular-three';
6
-
7
- class ConvolutionMaterial extends ShaderMaterial {
8
- constructor(texelSize = new Vector2()) {
9
- super({
10
- uniforms: {
11
- inputBuffer: new Uniform(null),
12
- depthBuffer: new Uniform(null),
13
- resolution: new Uniform(new Vector2()),
14
- texelSize: new Uniform(new Vector2()),
15
- halfTexelSize: new Uniform(new Vector2()),
16
- kernel: new Uniform(0.0),
17
- scale: new Uniform(1.0),
18
- cameraNear: new Uniform(0.0),
19
- cameraFar: new Uniform(1.0),
20
- minDepthThreshold: new Uniform(0.0),
21
- maxDepthThreshold: new Uniform(1.0),
22
- depthScale: new Uniform(0.0),
23
- depthToBlurRatioBias: new Uniform(0.25),
24
- },
25
- fragmentShader: `#include <common>
26
- #include <dithering_pars_fragment>
27
- uniform sampler2D inputBuffer;
28
- uniform sampler2D depthBuffer;
29
- uniform float cameraNear;
30
- uniform float cameraFar;
31
- uniform float minDepthThreshold;
32
- uniform float maxDepthThreshold;
33
- uniform float depthScale;
34
- uniform float depthToBlurRatioBias;
35
- varying vec2 vUv;
36
- varying vec2 vUv0;
37
- varying vec2 vUv1;
38
- varying vec2 vUv2;
39
- varying vec2 vUv3;
40
-
41
- void main() {
42
- float depthFactor = 0.0;
43
-
44
- #ifdef USE_DEPTH
45
- vec4 depth = texture2D(depthBuffer, vUv);
46
- depthFactor = smoothstep(minDepthThreshold, maxDepthThreshold, 1.0-(depth.r * depth.a));
47
- depthFactor *= depthScale;
48
- depthFactor = max(0.0, min(1.0, depthFactor + 0.25));
49
- #endif
50
-
51
- vec4 sum = texture2D(inputBuffer, mix(vUv0, vUv, depthFactor));
52
- sum += texture2D(inputBuffer, mix(vUv1, vUv, depthFactor));
53
- sum += texture2D(inputBuffer, mix(vUv2, vUv, depthFactor));
54
- sum += texture2D(inputBuffer, mix(vUv3, vUv, depthFactor));
55
- gl_FragColor = sum * 0.25 ;
56
-
57
- #include <dithering_fragment>
58
- #include <tonemapping_fragment>
59
- #include <encodings_fragment>
60
- }`,
61
- vertexShader: `uniform vec2 texelSize;
62
- uniform vec2 halfTexelSize;
63
- uniform float kernel;
64
- uniform float scale;
65
- varying vec2 vUv;
66
- varying vec2 vUv0;
67
- varying vec2 vUv1;
68
- varying vec2 vUv2;
69
- varying vec2 vUv3;
70
-
71
- void main() {
72
- vec2 uv = position.xy * 0.5 + 0.5;
73
- vUv = uv;
74
-
75
- vec2 dUv = (texelSize * vec2(kernel) + halfTexelSize) * scale;
76
- vUv0 = vec2(uv.x - dUv.x, uv.y + dUv.y);
77
- vUv1 = vec2(uv.x + dUv.x, uv.y + dUv.y);
78
- vUv2 = vec2(uv.x + dUv.x, uv.y - dUv.y);
79
- vUv3 = vec2(uv.x - dUv.x, uv.y - dUv.y);
80
-
81
- gl_Position = vec4(position.xy, 1.0, 1.0);
82
- }`,
83
- blending: NoBlending,
84
- depthWrite: false,
85
- depthTest: false,
86
- });
87
- this.toneMapped = false;
88
- this.setTexelSize(texelSize.x, texelSize.y);
89
- this.kernel = new Float32Array([0.0, 1.0, 2.0, 2.0, 3.0]);
90
- }
91
- setTexelSize(x, y) {
92
- this.uniforms['texelSize'].value.set(x, y);
93
- this.uniforms['halfTexelSize'].value.set(x, y).multiplyScalar(0.5);
94
- }
95
- setResolution(resolution) {
96
- this.uniforms['resolution'].value.copy(resolution);
97
- }
98
- }
99
-
100
- class BlurPass {
101
- constructor({ gl, resolution, width = 500, height = 500, minDepthThreshold = 0, maxDepthThreshold = 1, depthScale = 0, depthToBlurRatioBias = 0.25, }) {
102
- this.renderToScreen = false;
103
- this.renderTargetA = new WebGLRenderTarget(resolution, resolution, {
104
- minFilter: LinearFilter,
105
- magFilter: LinearFilter,
106
- stencilBuffer: false,
107
- depthBuffer: false,
108
- type: HalfFloatType,
109
- });
110
- this.renderTargetB = this.renderTargetA.clone();
111
- this.convolutionMaterial = new ConvolutionMaterial();
112
- this.convolutionMaterial.setTexelSize(1.0 / width, 1.0 / height);
113
- this.convolutionMaterial.setResolution(new Vector2(width, height));
114
- this.scene = new Scene();
115
- this.camera = new PerspectiveCamera();
116
- this.convolutionMaterial.uniforms['minDepthThreshold'].value = minDepthThreshold;
117
- this.convolutionMaterial.uniforms['maxDepthThreshold'].value = maxDepthThreshold;
118
- this.convolutionMaterial.uniforms['depthScale'].value = depthScale;
119
- this.convolutionMaterial.uniforms['depthToBlurRatioBias'].value = depthToBlurRatioBias;
120
- this.convolutionMaterial.defines['USE_DEPTH'] = depthScale > 0;
121
- const vertices = new Float32Array([-1, -1, 0, 3, -1, 0, -1, 3, 0]);
122
- const uvs = new Float32Array([0, 0, 2, 0, 0, 2]);
123
- const geometry = new BufferGeometry();
124
- geometry.setAttribute('position', new BufferAttribute(vertices, 3));
125
- geometry.setAttribute('uv', new BufferAttribute(uvs, 2));
126
- this.screen = new Mesh(geometry, this.convolutionMaterial);
127
- this.screen.frustumCulled = false;
128
- this.scene.add(this.screen);
129
- }
130
- render(renderer, inputBuffer, outputBuffer) {
131
- const scene = this.scene;
132
- const camera = this.camera;
133
- const renderTargetA = this.renderTargetA;
134
- const renderTargetB = this.renderTargetB;
135
- let material = this.convolutionMaterial;
136
- let uniforms = material.uniforms;
137
- uniforms['depthBuffer'].value = inputBuffer.depthTexture;
138
- const kernel = material.kernel;
139
- let lastRT = inputBuffer;
140
- let destRT;
141
- let i, l;
142
- // Apply the multi-pass blur.
143
- for (i = 0, l = kernel.length - 1; i < l; ++i) {
144
- // Alternate between targets.
145
- destRT = (i & 1) === 0 ? renderTargetA : renderTargetB;
146
- uniforms['kernel'].value = kernel[i];
147
- uniforms['inputBuffer'].value = lastRT.texture;
148
- renderer.setRenderTarget(destRT);
149
- renderer.render(scene, camera);
150
- lastRT = destRT;
151
- }
152
- uniforms['kernel'].value = kernel[i];
153
- uniforms['inputBuffer'].value = lastRT.texture;
154
- renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);
155
- renderer.render(scene, camera);
156
- }
157
- }
158
-
159
- function shaderMaterial(uniforms, vertexShader, fragmentShader, onInit) {
160
- const material = class extends THREE.ShaderMaterial {
161
- constructor(parameters = {}) {
162
- const entries = Object.entries(uniforms);
163
- // Create unforms and shaders
164
- super({
165
- uniforms: entries.reduce((acc, [name, value]) => {
166
- const uniform = THREE.UniformsUtils.clone({ [name]: { value } });
167
- return {
168
- ...acc,
169
- ...uniform,
170
- };
171
- }, {}),
172
- vertexShader,
173
- fragmentShader,
174
- });
175
- this.key = '';
176
- // Create getter/setters
177
- entries.forEach(([name]) => Object.defineProperty(this, name, {
178
- get: () => this.uniforms[name].value,
179
- set: (v) => (this.uniforms[name].value = v),
180
- }));
181
- // Assign parameters, this might include uniforms
182
- Object.assign(this, parameters);
183
- // Call onInit
184
- if (onInit)
185
- onInit(this);
186
- }
187
- };
188
- material.key = THREE.MathUtils.generateUUID();
189
- return material;
190
- }
191
-
192
- const CausticsMaterial = shaderMaterial({
193
- cameraMatrixWorld: new THREE.Matrix4(),
194
- cameraProjectionMatrixInv: new THREE.Matrix4(),
195
- normalTexture: null,
196
- depthTexture: null,
197
- lightDir: new THREE.Vector3(0, 1, 0),
198
- lightPlaneNormal: new THREE.Vector3(0, 1, 0),
199
- lightPlaneConstant: 0,
200
- near: 0.1,
201
- far: 100,
202
- modelMatrix: new THREE.Matrix4(),
203
- worldRadius: 1 / 40,
204
- ior: 1.1,
205
- bounces: 0,
206
- resolution: 1024,
207
- size: 10,
208
- intensity: 0.5,
209
- },
210
- /* glsl */ `
211
- varying vec2 vUv;
212
- void main() {
213
- vUv = uv;
214
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
215
- }`,
216
- /* glsl */ `
217
- uniform mat4 cameraMatrixWorld;
218
- uniform mat4 cameraProjectionMatrixInv;
219
- uniform vec3 lightDir;
220
- uniform vec3 lightPlaneNormal;
221
- uniform float lightPlaneConstant;
222
- uniform float near;
223
- uniform float far;
224
- uniform float time;
225
- uniform float worldRadius;
226
- uniform float resolution;
227
- uniform float size;
228
- uniform float intensity;
229
- uniform float ior;
230
- precision highp isampler2D;
231
- precision highp usampler2D;
232
- uniform sampler2D normalTexture;
233
- uniform sampler2D depthTexture;
234
- uniform float bounces;
235
- varying vec2 vUv;
236
- vec3 WorldPosFromDepth(float depth, vec2 coord) {
237
- float z = depth * 2.0 - 1.0;
238
- vec4 clipSpacePosition = vec4(coord * 2.0 - 1.0, z, 1.0);
239
- vec4 viewSpacePosition = cameraProjectionMatrixInv * clipSpacePosition;
240
- // Perspective division
241
- viewSpacePosition /= viewSpacePosition.w;
242
- vec4 worldSpacePosition = cameraMatrixWorld * viewSpacePosition;
243
- return worldSpacePosition.xyz;
244
- }
245
- float sdPlane( vec3 p, vec3 n, float h ) {
246
- // n must be normalized
247
- return dot(p,n) + h;
248
- }
249
- float planeIntersect( vec3 ro, vec3 rd, vec4 p ) {
250
- return -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);
251
- }
252
- vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 pos, vec3 normal, float ior, out vec3 rayOrigin, out vec3 rayDirection) {
253
- rayOrigin = ro;
254
- rayDirection = rd;
255
- rayDirection = refract(rayDirection, normal, 1.0 / ior);
256
- rayOrigin = pos + rayDirection * 0.1;
257
- return rayDirection;
258
- }
259
- void main() {
260
- // Each sample consists of random offset in the x and y direction
261
- float caustic = 0.0;
262
- float causticTexelSize = (1.0 / resolution) * size * 2.0;
263
- float texelsNeeded = worldRadius / causticTexelSize;
264
- float sampleRadius = texelsNeeded / resolution;
265
- float sum = 0.0;
266
- if (texture2D(depthTexture, vUv).x == 1.0) {
267
- gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
268
- return;
269
- }
270
- vec2 offset1 = vec2(-0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);
271
- vec2 offset2 = vec2(-0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);
272
- vec2 offset3 = vec2(0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);
273
- vec2 offset4 = vec2(0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);
274
- vec2 uv1 = vUv + offset1 * sampleRadius;
275
- vec2 uv2 = vUv + offset2 * sampleRadius;
276
- vec2 uv3 = vUv + offset3 * sampleRadius;
277
- vec2 uv4 = vUv + offset4 * sampleRadius;
278
- vec3 normal1 = texture2D(normalTexture, uv1, -10.0).rgb * 2.0 - 1.0;
279
- vec3 normal2 = texture2D(normalTexture, uv2, -10.0).rgb * 2.0 - 1.0;
280
- vec3 normal3 = texture2D(normalTexture, uv3, -10.0).rgb * 2.0 - 1.0;
281
- vec3 normal4 = texture2D(normalTexture, uv4, -10.0).rgb * 2.0 - 1.0;
282
- float depth1 = texture2D(depthTexture, uv1, -10.0).x;
283
- float depth2 = texture2D(depthTexture, uv2, -10.0).x;
284
- float depth3 = texture2D(depthTexture, uv3, -10.0).x;
285
- float depth4 = texture2D(depthTexture, uv4, -10.0).x;
286
- // Sanity check the depths
287
- if (depth1 == 1.0 || depth2 == 1.0 || depth3 == 1.0 || depth4 == 1.0) {
288
- gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
289
- return;
290
- }
291
- vec3 pos1 = WorldPosFromDepth(depth1, uv1);
292
- vec3 pos2 = WorldPosFromDepth(depth2, uv2);
293
- vec3 pos3 = WorldPosFromDepth(depth3, uv3);
294
- vec3 pos4 = WorldPosFromDepth(depth4, uv4);
295
- vec3 originPos1 = WorldPosFromDepth(0.0, uv1);
296
- vec3 originPos2 = WorldPosFromDepth(0.0, uv2);
297
- vec3 originPos3 = WorldPosFromDepth(0.0, uv3);
298
- vec3 originPos4 = WorldPosFromDepth(0.0, uv4);
299
- vec3 endPos1, endPos2, endPos3, endPos4;
300
- vec3 endDir1, endDir2, endDir3, endDir4;
301
- totalInternalReflection(originPos1, lightDir, pos1, normal1, ior, endPos1, endDir1);
302
- totalInternalReflection(originPos2, lightDir, pos2, normal2, ior, endPos2, endDir2);
303
- totalInternalReflection(originPos3, lightDir, pos3, normal3, ior, endPos3, endDir3);
304
- totalInternalReflection(originPos4, lightDir, pos4, normal4, ior, endPos4, endDir4);
305
- float lightPosArea = length(cross(originPos2 - originPos1, originPos3 - originPos1)) + length(cross(originPos3 - originPos1, originPos4 - originPos1));
306
- float t1 = planeIntersect(endPos1, endDir1, vec4(lightPlaneNormal, lightPlaneConstant));
307
- float t2 = planeIntersect(endPos2, endDir2, vec4(lightPlaneNormal, lightPlaneConstant));
308
- float t3 = planeIntersect(endPos3, endDir3, vec4(lightPlaneNormal, lightPlaneConstant));
309
- float t4 = planeIntersect(endPos4, endDir4, vec4(lightPlaneNormal, lightPlaneConstant));
310
- vec3 finalPos1 = endPos1 + endDir1 * t1;
311
- vec3 finalPos2 = endPos2 + endDir2 * t2;
312
- vec3 finalPos3 = endPos3 + endDir3 * t3;
313
- vec3 finalPos4 = endPos4 + endDir4 * t4;
314
- float finalArea = length(cross(finalPos2 - finalPos1, finalPos3 - finalPos1)) + length(cross(finalPos3 - finalPos1, finalPos4 - finalPos1));
315
- caustic += intensity * (lightPosArea / finalArea);
316
- // Calculate the area of the triangle in light spaces
317
- gl_FragColor = vec4(vec3(max(caustic, 0.0)), 1.0);
318
- }`);
319
-
320
- const CausticsProjectionMaterial = shaderMaterial({
321
- causticsTexture: null,
322
- causticsTextureB: null,
323
- color: new THREE.Color(),
324
- lightProjMatrix: new THREE.Matrix4(),
325
- lightViewMatrix: new THREE.Matrix4(),
326
- }, `varying vec3 vWorldPosition;
327
- void main() {
328
- gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);
329
- vec4 worldPosition = modelMatrix * vec4(position, 1.);
330
- vWorldPosition = worldPosition.xyz;
331
- }`, `varying vec3 vWorldPosition;
332
- uniform vec3 color;
333
- uniform sampler2D causticsTexture;
334
- uniform sampler2D causticsTextureB;
335
- uniform mat4 lightProjMatrix;
336
- uniform mat4 lightViewMatrix;
337
- void main() {
338
- // Apply caustics
339
- vec4 lightSpacePos = lightProjMatrix * lightViewMatrix * vec4(vWorldPosition, 1.0);
340
- lightSpacePos.xyz /= lightSpacePos.w;
341
- lightSpacePos.xyz = lightSpacePos.xyz * 0.5 + 0.5;
342
- vec3 front = texture2D(causticsTexture, lightSpacePos.xy).rgb;
343
- vec3 back = texture2D(causticsTextureB, lightSpacePos.xy).rgb;
344
- gl_FragColor = vec4((front + back) * color, 1.0);
345
- #include <tonemapping_fragment>
346
- #include <${parseInt(THREE.REVISION.replace(/\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
347
- }`);
348
-
349
- const DiscardMaterial = shaderMaterial({}, 'void main() { }', 'void main() { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); discard; }');
350
6
 
351
7
  const GridMaterial = shaderMaterial({
352
8
  cellSize: 0.5,
353
9
  sectionSize: 1,
354
10
  fadeDistance: 100,
355
11
  fadeStrength: 1,
12
+ fadeFrom: 1,
356
13
  cellThickness: 0.5,
357
14
  sectionThickness: 1,
358
- cellColor: new THREE.Color(),
359
- sectionColor: new THREE.Color(),
15
+ cellColor: new Color(),
16
+ sectionColor: new Color(),
360
17
  infiniteGrid: false,
361
18
  followCamera: false,
362
- worldCamProjPosition: new THREE.Vector3(),
363
- worldPlanePosition: new THREE.Vector3(),
19
+ worldCamProjPosition: new Vector3(),
20
+ worldPlanePosition: new Vector3(),
364
21
  },
365
- /* glsl */ `
22
+ /* language=glsl glsl */ `
366
23
  varying vec3 localPosition;
367
24
  varying vec4 worldPosition;
368
25
 
@@ -385,7 +42,7 @@ const GridMaterial = shaderMaterial({
385
42
  gl_Position = projectionMatrix * viewMatrix * worldPosition;
386
43
  }
387
44
  `,
388
- /* glsl */ `
45
+ /* language=glsl glsl */ `
389
46
  varying vec3 localPosition;
390
47
  varying vec4 worldPosition;
391
48
 
@@ -396,6 +53,7 @@ const GridMaterial = shaderMaterial({
396
53
  uniform vec3 sectionColor;
397
54
  uniform float fadeDistance;
398
55
  uniform float fadeStrength;
56
+ uniform float fadeFrom;
399
57
  uniform float cellThickness;
400
58
  uniform float sectionThickness;
401
59
 
@@ -410,7 +68,8 @@ const GridMaterial = shaderMaterial({
410
68
  float g1 = getGrid(cellSize, cellThickness);
411
69
  float g2 = getGrid(sectionSize, sectionThickness);
412
70
 
413
- float dist = distance(worldCamProjPosition, worldPosition.xyz);
71
+ vec3 from = worldCamProjPosition*vec3(fadeFrom);
72
+ float dist = distance(from, worldPosition.xyz);
414
73
  float d = 1.0 - min(dist / fadeDistance, 1.0);
415
74
  vec3 color = mix(cellColor, sectionColor, min(1.0, sectionThickness * g2));
416
75
 
@@ -419,288 +78,10 @@ const GridMaterial = shaderMaterial({
419
78
  if (gl_FragColor.a <= 0.0) discard;
420
79
 
421
80
  #include <tonemapping_fragment>
422
- #include <${parseInt(THREE.REVISION.replace(/\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
81
+ #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
423
82
  }
424
83
  `);
425
84
 
426
- const NGTS_DISTORT_MATERIAL_SHADER = new InjectionToken('DistortMaterialShader');
427
- function injectNgtsMeshDistortMaterial() {
428
- return inject(NGTS_DISTORT_MATERIAL_SHADER);
429
- }
430
- function createMeshDistortMaterial(distortShader) {
431
- return class extends THREE.MeshPhysicalMaterial {
432
- constructor(parameters = {}) {
433
- super(parameters);
434
- this.setValues(parameters);
435
- this._time = { value: 0 };
436
- this._distort = { value: 0.4 };
437
- this._radius = { value: 1 };
438
- }
439
- onBeforeCompile(shader) {
440
- shader.uniforms['time'] = this._time;
441
- shader.uniforms['radius'] = this._radius;
442
- shader.uniforms['distort'] = this._distort;
443
- shader.vertexShader = `
444
- uniform float time;
445
- uniform float radius;
446
- uniform float distort;
447
- ${distortShader}
448
- ${shader.vertexShader}
449
- `;
450
- shader.vertexShader = shader.vertexShader.replace('#include <begin_vertex>', `
451
- float updateTime = time / 50.0;
452
- float noise = snoise(vec3(position / 2.0 + updateTime * 5.0));
453
- vec3 transformed = vec3(position * (noise * pow(distort, 2.0) + radius));
454
- `);
455
- }
456
- get time() {
457
- return this._time.value;
458
- }
459
- set time(v) {
460
- this._time.value = v;
461
- }
462
- get distort() {
463
- return this._distort.value;
464
- }
465
- set distort(v) {
466
- this._distort.value = v;
467
- }
468
- get radius() {
469
- return this._radius.value;
470
- }
471
- set radius(v) {
472
- this._radius.value = v;
473
- }
474
- };
475
- }
476
- function provideNgtsMeshDistortMaterialShader(distortShader) {
477
- return { provide: NGTS_DISTORT_MATERIAL_SHADER, useFactory: () => createMeshDistortMaterial(distortShader) };
478
- }
479
-
480
- class MeshReflectorMaterial extends MeshStandardMaterial {
481
- constructor(parameters = {}) {
482
- super(parameters);
483
- this._tDepth = { value: null };
484
- this._distortionMap = { value: null };
485
- this._tDiffuse = { value: null };
486
- this._tDiffuseBlur = { value: null };
487
- this._textureMatrix = { value: null };
488
- this._hasBlur = { value: false };
489
- this._mirror = { value: 0.0 };
490
- this._mixBlur = { value: 0.0 };
491
- this._blurStrength = { value: 0.5 };
492
- this._minDepthThreshold = { value: 0.9 };
493
- this._maxDepthThreshold = { value: 1 };
494
- this._depthScale = { value: 0 };
495
- this._depthToBlurRatioBias = { value: 0.25 };
496
- this._distortion = { value: 1 };
497
- this._mixContrast = { value: 1.0 };
498
- this.setValues(parameters);
499
- }
500
- onBeforeCompile(shader) {
501
- if (!shader.defines?.USE_UV) {
502
- shader.defines.USE_UV = '';
503
- }
504
- shader.uniforms.hasBlur = this._hasBlur;
505
- shader.uniforms.tDiffuse = this._tDiffuse;
506
- shader.uniforms.tDepth = this._tDepth;
507
- shader.uniforms.distortionMap = this._distortionMap;
508
- shader.uniforms.tDiffuseBlur = this._tDiffuseBlur;
509
- shader.uniforms.textureMatrix = this._textureMatrix;
510
- shader.uniforms.mirror = this._mirror;
511
- shader.uniforms.mixBlur = this._mixBlur;
512
- shader.uniforms.mixStrength = this._blurStrength;
513
- shader.uniforms.minDepthThreshold = this._minDepthThreshold;
514
- shader.uniforms.maxDepthThreshold = this._maxDepthThreshold;
515
- shader.uniforms.depthScale = this._depthScale;
516
- shader.uniforms.depthToBlurRatioBias = this._depthToBlurRatioBias;
517
- shader.uniforms.distortion = this._distortion;
518
- shader.uniforms.mixContrast = this._mixContrast;
519
- shader.vertexShader = `
520
- uniform mat4 textureMatrix;
521
- varying vec4 my_vUv;
522
- ${shader.vertexShader}`;
523
- shader.vertexShader = shader.vertexShader.replace('#include <project_vertex>', `#include <project_vertex>
524
- my_vUv = textureMatrix * vec4( position, 1.0 );
525
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );`);
526
- shader.fragmentShader = `
527
- uniform sampler2D tDiffuse;
528
- uniform sampler2D tDiffuseBlur;
529
- uniform sampler2D tDepth;
530
- uniform sampler2D distortionMap;
531
- uniform float distortion;
532
- uniform float cameraNear;
533
- uniform float cameraFar;
534
- uniform bool hasBlur;
535
- uniform float mixBlur;
536
- uniform float mirror;
537
- uniform float mixStrength;
538
- uniform float minDepthThreshold;
539
- uniform float maxDepthThreshold;
540
- uniform float mixContrast;
541
- uniform float depthScale;
542
- uniform float depthToBlurRatioBias;
543
- varying vec4 my_vUv;
544
- ${shader.fragmentShader}`;
545
- shader.fragmentShader = shader.fragmentShader.replace('#include <emissivemap_fragment>', `#include <emissivemap_fragment>
546
-
547
- float distortionFactor = 0.0;
548
- #ifdef USE_DISTORTION
549
- distortionFactor = texture2D(distortionMap, vUv).r * distortion;
550
- #endif
551
-
552
- vec4 new_vUv = my_vUv;
553
- new_vUv.x += distortionFactor;
554
- new_vUv.y += distortionFactor;
555
-
556
- vec4 base = texture2DProj(tDiffuse, new_vUv);
557
- vec4 blur = texture2DProj(tDiffuseBlur, new_vUv);
558
-
559
- vec4 merge = base;
560
-
561
- #ifdef USE_NORMALMAP
562
- vec2 normal_uv = vec2(0.0);
563
- vec4 normalColor = texture2D(normalMap, vUv * normalScale);
564
- vec3 my_normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) );
565
- vec3 coord = new_vUv.xyz / new_vUv.w;
566
- normal_uv = coord.xy + coord.z * my_normal.xz * 0.05;
567
- vec4 base_normal = texture2D(tDiffuse, normal_uv);
568
- vec4 blur_normal = texture2D(tDiffuseBlur, normal_uv);
569
- merge = base_normal;
570
- blur = blur_normal;
571
- #endif
572
-
573
- float depthFactor = 0.0001;
574
- float blurFactor = 0.0;
575
-
576
- #ifdef USE_DEPTH
577
- vec4 depth = texture2DProj(tDepth, new_vUv);
578
- depthFactor = smoothstep(minDepthThreshold, maxDepthThreshold, 1.0-(depth.r * depth.a));
579
- depthFactor *= depthScale;
580
- depthFactor = max(0.0001, min(1.0, depthFactor));
581
-
582
- #ifdef USE_BLUR
583
- blur = blur * min(1.0, depthFactor + depthToBlurRatioBias);
584
- merge = merge * min(1.0, depthFactor + 0.5);
585
- #else
586
- merge = merge * depthFactor;
587
- #endif
588
-
589
- #endif
590
-
591
- float reflectorRoughnessFactor = roughness;
592
- #ifdef USE_ROUGHNESSMAP
593
- vec4 reflectorTexelRoughness = texture2D( roughnessMap, vUv );
594
- reflectorRoughnessFactor *= reflectorTexelRoughness.g;
595
- #endif
596
-
597
- #ifdef USE_BLUR
598
- blurFactor = min(1.0, mixBlur * reflectorRoughnessFactor);
599
- merge = mix(merge, blur, blurFactor);
600
- #endif
601
-
602
- vec4 newMerge = vec4(0.0, 0.0, 0.0, 1.0);
603
- newMerge.r = (merge.r - 0.5) * mixContrast + 0.5;
604
- newMerge.g = (merge.g - 0.5) * mixContrast + 0.5;
605
- newMerge.b = (merge.b - 0.5) * mixContrast + 0.5;
606
-
607
- diffuseColor.rgb = diffuseColor.rgb * ((1.0 - min(1.0, mirror)) + newMerge.rgb * mixStrength);
608
- `);
609
- }
610
- get tDiffuse() {
611
- return this._tDiffuse.value;
612
- }
613
- set tDiffuse(v) {
614
- this._tDiffuse.value = v;
615
- }
616
- get tDepth() {
617
- return this._tDepth.value;
618
- }
619
- set tDepth(v) {
620
- this._tDepth.value = v;
621
- }
622
- get distortionMap() {
623
- return this._distortionMap.value;
624
- }
625
- set distortionMap(v) {
626
- this._distortionMap.value = v;
627
- }
628
- get tDiffuseBlur() {
629
- return this._tDiffuseBlur.value;
630
- }
631
- set tDiffuseBlur(v) {
632
- this._tDiffuseBlur.value = v;
633
- }
634
- get textureMatrix() {
635
- return this._textureMatrix.value;
636
- }
637
- set textureMatrix(v) {
638
- this._textureMatrix.value = v;
639
- }
640
- get hasBlur() {
641
- return this._hasBlur.value;
642
- }
643
- set hasBlur(v) {
644
- this._hasBlur.value = v;
645
- }
646
- get mirror() {
647
- return this._mirror.value;
648
- }
649
- set mirror(v) {
650
- this._mirror.value = v;
651
- }
652
- get mixBlur() {
653
- return this._mixBlur.value;
654
- }
655
- set mixBlur(v) {
656
- this._mixBlur.value = v;
657
- }
658
- get mixStrength() {
659
- return this._blurStrength.value;
660
- }
661
- set mixStrength(v) {
662
- this._blurStrength.value = v;
663
- }
664
- get minDepthThreshold() {
665
- return this._minDepthThreshold.value;
666
- }
667
- set minDepthThreshold(v) {
668
- this._minDepthThreshold.value = v;
669
- }
670
- get maxDepthThreshold() {
671
- return this._maxDepthThreshold.value;
672
- }
673
- set maxDepthThreshold(v) {
674
- this._maxDepthThreshold.value = v;
675
- }
676
- get depthScale() {
677
- return this._depthScale.value;
678
- }
679
- set depthScale(v) {
680
- this._depthScale.value = v;
681
- }
682
- get depthToBlurRatioBias() {
683
- return this._depthToBlurRatioBias.value;
684
- }
685
- set depthToBlurRatioBias(v) {
686
- this._depthToBlurRatioBias.value = v;
687
- }
688
- get distortion() {
689
- return this._distortion.value;
690
- }
691
- set distortion(v) {
692
- this._distortion.value = v;
693
- }
694
- get mixContrast() {
695
- return this._mixContrast.value;
696
- }
697
- set mixContrast(v) {
698
- this._mixContrast.value = v;
699
- }
700
- }
701
-
702
- // Author: N8Programs
703
- // https://github.com/N8python/diamonds
704
85
  const MeshRefractionMaterial = shaderMaterial({
705
86
  envMap: null,
706
87
  bounces: 3,
@@ -708,25 +89,26 @@ const MeshRefractionMaterial = shaderMaterial({
708
89
  correctMips: true,
709
90
  aberrationStrength: 0.01,
710
91
  fresnel: 0,
711
- // @ts-expect-error: typing is not matched
92
+ // @ts-expect-error - UniformValue from pmndrs/vanilla does not include MeshBVHUniformStruct
712
93
  bvh: new MeshBVHUniformStruct(),
713
94
  color: new THREE.Color('white'),
95
+ opacity: 1,
714
96
  resolution: new THREE.Vector2(),
715
97
  viewMatrixInverse: new THREE.Matrix4(),
716
98
  projectionMatrixInverse: new THREE.Matrix4(),
717
99
  },
718
- /*glsl*/ `
100
+ /* language=glsl glsl */ `
719
101
  uniform mat4 viewMatrixInverse;
720
102
 
721
103
  varying vec3 vWorldPosition;
722
104
  varying vec3 vNormal;
723
105
  varying mat4 vModelMatrixInverse;
724
106
 
725
- #ifdef USE_INSTANCING_COLOR
726
- varying vec3 vInstanceColor;
727
- #endif
107
+ #include <color_pars_vertex>
728
108
 
729
109
  void main() {
110
+ #include <color_vertex>
111
+
730
112
  vec4 transformedNormal = vec4(normal, 0.0);
731
113
  vec4 transformedPosition = vec4(position, 1.0);
732
114
  #ifdef USE_INSTANCING
@@ -740,15 +122,11 @@ const MeshRefractionMaterial = shaderMaterial({
740
122
  vModelMatrixInverse = inverse(modelMatrix);
741
123
  #endif
742
124
 
743
- #ifdef USE_INSTANCING_COLOR
744
- vInstanceColor = instanceColor.rgb;
745
- #endif
746
-
747
125
  vWorldPosition = (modelMatrix * transformedPosition).xyz;
748
126
  vNormal = normalize((viewMatrixInverse * vec4(normalMatrix * transformedNormal.xyz, 0.0)).xyz);
749
127
  gl_Position = projectionMatrix * viewMatrix * modelMatrix * transformedPosition;
750
128
  }`,
751
- /*glsl*/ `
129
+ /* language=glsl glsl */ `
752
130
  #define ENVMAP_TYPE_CUBE_UV
753
131
  precision highp isampler2D;
754
132
  precision highp usampler2D;
@@ -756,9 +134,7 @@ const MeshRefractionMaterial = shaderMaterial({
756
134
  varying vec3 vNormal;
757
135
  varying mat4 vModelMatrixInverse;
758
136
 
759
- #ifdef USE_INSTANCING_COLOR
760
- varying vec3 vInstanceColor;
761
- #endif
137
+ #include <color_pars_fragment>
762
138
 
763
139
  #ifdef ENVMAP_TYPE_CUBEM
764
140
  uniform samplerCube envMap;
@@ -779,6 +155,7 @@ const MeshRefractionMaterial = shaderMaterial({
779
155
  uniform mat4 viewMatrixInverse;
780
156
  uniform float aberrationStrength;
781
157
  uniform vec3 color;
158
+ uniform float opacity;
782
159
 
783
160
  float fresnelFunc(vec3 viewDirection, vec3 worldNormal) {
784
161
  return pow( 1.0 + dot( viewDirection, worldNormal), 10.0 );
@@ -834,7 +211,10 @@ const MeshRefractionMaterial = shaderMaterial({
834
211
  vec3 normal = vNormal;
835
212
  vec3 rayOrigin = cameraPosition;
836
213
  vec3 rayDirection = normalize(vWorldPosition - cameraPosition);
837
- vec3 finalColor;
214
+
215
+ vec4 diffuseColor = vec4(color, opacity);
216
+ #include <color_fragment>
217
+
838
218
  #ifdef CHROMATIC_ABERRATIONS
839
219
  vec3 rayDirectionG = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);
840
220
  #ifdef FAST_CHROMA
@@ -847,743 +227,23 @@ const MeshRefractionMaterial = shaderMaterial({
847
227
  float finalColorR = textureGradient(envMap, rayDirectionR, directionCamPerfect).r;
848
228
  float finalColorG = textureGradient(envMap, rayDirectionG, directionCamPerfect).g;
849
229
  float finalColorB = textureGradient(envMap, rayDirectionB, directionCamPerfect).b;
850
- finalColor = vec3(finalColorR, finalColorG, finalColorB);
230
+ diffuseColor.rgb *= vec3(finalColorR, finalColorG, finalColorB);
851
231
  #else
852
232
  rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);
853
- finalColor = textureGradient(envMap, rayDirection, directionCamPerfect).rgb;
854
- #endif
855
-
856
- finalColor *= color;
857
- #ifdef USE_INSTANCING_COLOR
858
- finalColor *= vInstanceColor;
233
+ diffuseColor.rgb *= textureGradient(envMap, rayDirection, directionCamPerfect).rgb;
859
234
  #endif
860
235
 
861
236
  vec3 viewDirection = normalize(vWorldPosition - cameraPosition);
862
237
  float nFresnel = fresnelFunc(viewDirection, normal) * fresnel;
863
- gl_FragColor = vec4(mix(finalColor, vec3(1.0), nFresnel), 1.0);
238
+ gl_FragColor = vec4(mix(diffuseColor.rgb, vec3(1.0), nFresnel), diffuseColor.a);
239
+
864
240
  #include <tonemapping_fragment>
865
- #include <${parseInt(THREE.REVISION.replace(/\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
241
+ #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
866
242
  }`);
867
243
 
868
- class MeshTransmissionMaterial extends THREE.MeshPhysicalMaterial {
869
- constructor(samples = 6, transmissionSampler = false) {
870
- super();
871
- this.uniforms = {
872
- chromaticAberration: { value: 0.05 },
873
- // Transmission must always be 0, unless transmissionSampler is being used
874
- transmission: { value: 0 },
875
- // Instead a workaround is used, see below for reasons why
876
- _transmission: { value: 1 },
877
- transmissionMap: { value: null },
878
- // Roughness is 1 in THREE.MeshPhysicalMaterial but it makes little sense in a transmission material
879
- roughness: { value: 0 },
880
- thickness: { value: 0 },
881
- thicknessMap: { value: null },
882
- attenuationDistance: { value: Infinity },
883
- attenuationColor: { value: new THREE.Color('white') },
884
- anisotropicBlur: { value: 0.1 },
885
- time: { value: 0 },
886
- distortion: { value: 0.0 },
887
- distortionScale: { value: 0.5 },
888
- temporalDistortion: { value: 0.0 },
889
- buffer: { value: null },
890
- };
891
- this.onBeforeCompile = (shader) => {
892
- shader.uniforms = {
893
- ...shader.uniforms,
894
- ...this.uniforms,
895
- };
896
- // If the transmission sampler is active inject a flag
897
- if (transmissionSampler)
898
- shader.defines['USE_SAMPLER'] = '';
899
- // Otherwise we do use use .transmission and must therefore force USE_TRANSMISSION
900
- // because threejs won't inject it for us
901
- else
902
- shader.defines['USE_TRANSMISSION'] = '';
903
- // Head
904
- shader.fragmentShader =
905
- /*glsl*/ `
906
- uniform float chromaticAberration;
907
- uniform float anisotropicBlur;
908
- uniform float time;
909
- uniform float distortion;
910
- uniform float distortionScale;
911
- uniform float temporalDistortion;
912
- uniform sampler2D buffer;
913
-
914
- vec3 random3(vec3 c) {
915
- float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
916
- vec3 r;
917
- r.z = fract(512.0*j);
918
- j *= .125;
919
- r.x = fract(512.0*j);
920
- j *= .125;
921
- r.y = fract(512.0*j);
922
- return r-0.5;
923
- }
924
-
925
- float seed = 0.0;
926
- uint hash( uint x ) {
927
- x += ( x << 10u );
928
- x ^= ( x >> 6u );
929
- x += ( x << 3u );
930
- x ^= ( x >> 11u );
931
- x += ( x << 15u );
932
- return x;
933
- }
934
-
935
- // Compound versions of the hashing algorithm I whipped together.
936
- uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }
937
- uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }
938
- uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }
939
-
940
- // Construct a float with half-open range [0:1] using low 23 bits.
941
- // All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.
942
- float floatConstruct( uint m ) {
943
- const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask
944
- const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32
945
- m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
946
- m |= ieeeOne; // Add fractional part to 1.0
947
- float f = uintBitsToFloat( m ); // Range [1:2]
948
- return f - 1.0; // Range [0:1]
949
- }
950
-
951
- // Pseudo-random value in half-open range [0:1].
952
- float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }
953
- float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
954
- float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
955
- float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
956
-
957
- float rand() {
958
- float result = random(vec3(gl_FragCoord.xy, seed));
959
- seed += 1.0;
960
- return result;
961
- }
962
-
963
- const float F3 = 0.3333333;
964
- const float G3 = 0.1666667;
965
-
966
- float snoise(vec3 p) {
967
- vec3 s = floor(p + dot(p, vec3(F3)));
968
- vec3 x = p - s + dot(s, vec3(G3));
969
- vec3 e = step(vec3(0.0), x - x.yzx);
970
- vec3 i1 = e*(1.0 - e.zxy);
971
- vec3 i2 = 1.0 - e.zxy*(1.0 - e);
972
- vec3 x1 = x - i1 + G3;
973
- vec3 x2 = x - i2 + 2.0*G3;
974
- vec3 x3 = x - 1.0 + 3.0*G3;
975
- vec4 w, d;
976
- w.x = dot(x, x);
977
- w.y = dot(x1, x1);
978
- w.z = dot(x2, x2);
979
- w.w = dot(x3, x3);
980
- w = max(0.6 - w, 0.0);
981
- d.x = dot(random3(s), x);
982
- d.y = dot(random3(s + i1), x1);
983
- d.z = dot(random3(s + i2), x2);
984
- d.w = dot(random3(s + 1.0), x3);
985
- w *= w;
986
- w *= w;
987
- d *= w;
988
- return dot(d, vec4(52.0));
989
- }
990
-
991
- float snoiseFractal(vec3 m) {
992
- return 0.5333333* snoise(m)
993
- +0.2666667* snoise(2.0*m)
994
- +0.1333333* snoise(4.0*m)
995
- +0.0666667* snoise(8.0*m);
996
- }\n` + shader.fragmentShader;
997
- // Remove transmission
998
- shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_pars_fragment>',
999
- /*glsl*/ `
1000
- #ifdef USE_TRANSMISSION
1001
- // Transmission code is based on glTF-Sampler-Viewer
1002
- // https://github.com/KhronosGroup/glTF-Sample-Viewer
1003
- uniform float _transmission;
1004
- uniform float thickness;
1005
- uniform float attenuationDistance;
1006
- uniform vec3 attenuationColor;
1007
- #ifdef USE_TRANSMISSIONMAP
1008
- uniform sampler2D transmissionMap;
1009
- #endif
1010
- #ifdef USE_THICKNESSMAP
1011
- uniform sampler2D thicknessMap;
1012
- #endif
1013
- uniform vec2 transmissionSamplerSize;
1014
- uniform sampler2D transmissionSamplerMap;
1015
- uniform mat4 modelMatrix;
1016
- uniform mat4 projectionMatrix;
1017
- varying vec3 vWorldPosition;
1018
- vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {
1019
- // Direction of refracted light.
1020
- vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
1021
- // Compute rotation-independant scaling of the model matrix.
1022
- vec3 modelScale;
1023
- modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
1024
- modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
1025
- modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );
1026
- // The thickness is specified in local space.
1027
- return normalize( refractionVector ) * thickness * modelScale;
1028
- }
1029
- float applyIorToRoughness( const in float roughness, const in float ior ) {
1030
- // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
1031
- // an IOR of 1.5 results in the default amount of microfacet refraction.
1032
- return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );
1033
- }
1034
- vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {
1035
- float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );
1036
- #ifdef USE_SAMPLER
1037
- #ifdef texture2DLodEXT
1038
- return texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod);
1039
- #else
1040
- return texture2D(transmissionSamplerMap, fragCoord.xy, framebufferLod);
1041
- #endif
1042
- #else
1043
- return texture2D(buffer, fragCoord.xy);
1044
- #endif
1045
- }
1046
- vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {
1047
- if ( isinf( attenuationDistance ) ) {
1048
- // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
1049
- return radiance;
1050
- } else {
1051
- // Compute light attenuation using Beer's law.
1052
- vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;
1053
- vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law
1054
- return transmittance * radiance;
1055
- }
1056
- }
1057
- vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,
1058
- const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,
1059
- const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,
1060
- const in vec3 attenuationColor, const in float attenuationDistance ) {
1061
- vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
1062
- vec3 refractedRayExit = position + transmissionRay;
1063
- // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
1064
- vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
1065
- vec2 refractionCoords = ndcPos.xy / ndcPos.w;
1066
- refractionCoords += 1.0;
1067
- refractionCoords /= 2.0;
1068
- // Sample framebuffer to get pixel the refracted ray hits.
1069
- vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
1070
- vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );
1071
- // Get the specular component.
1072
- vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
1073
- return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );
1074
- }
1075
- #endif\n`);
1076
- // Add refraction
1077
- shader.fragmentShader = shader.fragmentShader.replace('#include <transmission_fragment>',
1078
- /*glsl*/ `
1079
- // Improve the refraction to use the world pos
1080
- material.transmission = _transmission;
1081
- material.transmissionAlpha = 1.0;
1082
- material.thickness = thickness;
1083
- material.attenuationDistance = attenuationDistance;
1084
- material.attenuationColor = attenuationColor;
1085
- #ifdef USE_TRANSMISSIONMAP
1086
- material.transmission *= texture2D( transmissionMap, vUv ).r;
1087
- #endif
1088
- #ifdef USE_THICKNESSMAP
1089
- material.thickness *= texture2D( thicknessMap, vUv ).g;
1090
- #endif
1091
-
1092
- vec3 pos = vWorldPosition;
1093
- vec3 v = normalize( cameraPosition - pos );
1094
- vec3 n = inverseTransformDirection( normal, viewMatrix );
1095
- vec3 transmission = vec3(0.0);
1096
- float transmissionR, transmissionB, transmissionG;
1097
- float randomCoords = rand();
1098
- float thickness_smear = thickness * max(pow(roughnessFactor, 0.33), anisotropicBlur);
1099
- vec3 distortionNormal = vec3(0.0);
1100
- vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion;
1101
- if (distortion > 0.0) {
1102
- distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset)));
1103
- }
1104
- for (float i = 0.0; i < ${samples}.0; i ++) {
1105
- vec3 sampleNorm = normalize(n + roughnessFactor * roughnessFactor * 2.0 * normalize(vec3(rand() - 0.5, rand() - 0.5, rand() - 0.5)) * pow(rand(), 0.33) + distortionNormal);
1106
- transmissionR = getIBLVolumeRefraction(
1107
- sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
1108
- pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
1109
- material.attenuationColor, material.attenuationDistance
1110
- ).r;
1111
- transmissionG = getIBLVolumeRefraction(
1112
- sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
1113
- pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${samples})) , material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
1114
- material.attenuationColor, material.attenuationDistance
1115
- ).g;
1116
- transmissionB = getIBLVolumeRefraction(
1117
- sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
1118
- pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${samples})), material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),
1119
- material.attenuationColor, material.attenuationDistance
1120
- ).b;
1121
- transmission.r += transmissionR;
1122
- transmission.g += transmissionG;
1123
- transmission.b += transmissionB;
1124
- }
1125
- transmission /= ${samples}.0;
1126
- totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n`);
1127
- };
1128
- Object.keys(this.uniforms).forEach((name) => Object.defineProperty(this, name, {
1129
- get: () => this.uniforms[name].value,
1130
- set: (v) => (this.uniforms[name].value = v),
1131
- }));
1132
- }
1133
- }
1134
-
1135
- class MeshWobbleMaterial extends THREE.MeshStandardMaterial {
1136
- constructor(parameters = {}) {
1137
- super(parameters);
1138
- this.setValues(parameters);
1139
- this._time = { value: 0 };
1140
- this._factor = { value: 1 };
1141
- }
1142
- onBeforeCompile(shader) {
1143
- shader.uniforms['time'] = this._time;
1144
- shader.uniforms['factor'] = this._factor;
1145
- shader.vertexShader = `
1146
- uniform float time;
1147
- uniform float factor;
1148
- ${shader.vertexShader}
1149
- `;
1150
- shader.vertexShader = shader.vertexShader.replace('#include <begin_vertex>', `float theta = sin( time + position.y ) / 2.0 * factor;
1151
- float c = cos( theta );
1152
- float s = sin( theta );
1153
- mat3 m = mat3( c, 0, s, 0, 1, 0, -s, 0, c );
1154
- vec3 transformed = vec3( position ) * m;
1155
- vNormal = vNormal * m;`);
1156
- }
1157
- get time() {
1158
- return this._time.value;
1159
- }
1160
- set time(v) {
1161
- this._time.value = v;
1162
- }
1163
- get factor() {
1164
- return this._factor.value;
1165
- }
1166
- set factor(v) {
1167
- this._factor.value = v;
1168
- }
1169
- }
1170
-
1171
- const SoftShadowMaterial = shaderMaterial({
1172
- color: new THREE.Color(),
1173
- blend: 2.0,
1174
- alphaTest: 0.75,
1175
- opacity: 0,
1176
- map: null,
1177
- }, `varying vec2 vUv;
1178
- void main() {
1179
- gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);
1180
- vUv = uv;
1181
- }`, `varying vec2 vUv;
1182
- uniform sampler2D map;
1183
- uniform vec3 color;
1184
- uniform float opacity;
1185
- uniform float alphaTest;
1186
- uniform float blend;
1187
- void main() {
1188
- vec4 sampledDiffuseColor = texture2D(map, vUv);
1189
- gl_FragColor = vec4(color * sampledDiffuseColor.r * blend, max(0.0, (1.0 - (sampledDiffuseColor.r + sampledDiffuseColor.g + sampledDiffuseColor.b) / alphaTest)) * opacity);
1190
- #include <tonemapping_fragment>
1191
- #include <${parseInt(THREE.REVISION.replace(/\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
1192
- }`);
1193
-
1194
- const SparklesMaterial = shaderMaterial({ time: 0, pixelRatio: 1 }, ` uniform float pixelRatio;
1195
- uniform float time;
1196
- attribute float size;
1197
- attribute float speed;
1198
- attribute float opacity;
1199
- attribute vec3 noise;
1200
- attribute vec3 color;
1201
- varying vec3 vColor;
1202
- varying float vOpacity;
1203
- void main() {
1204
- vec4 modelPosition = modelMatrix * vec4(position, 1.0);
1205
- modelPosition.y += sin(time * speed + modelPosition.x * noise.x * 100.0) * 0.2;
1206
- modelPosition.z += cos(time * speed + modelPosition.x * noise.y * 100.0) * 0.2;
1207
- modelPosition.x += cos(time * speed + modelPosition.x * noise.z * 100.0) * 0.2;
1208
- vec4 viewPosition = viewMatrix * modelPosition;
1209
- vec4 projectionPostion = projectionMatrix * viewPosition;
1210
- gl_Position = projectionPostion;
1211
- gl_PointSize = size * 25. * pixelRatio;
1212
- gl_PointSize *= (1.0 / - viewPosition.z);
1213
- vColor = color;
1214
- vOpacity = opacity;
1215
- }`, ` varying vec3 vColor;
1216
- varying float vOpacity;
1217
- void main() {
1218
- float distanceToCenter = distance(gl_PointCoord, vec2(0.5));
1219
- float strength = 0.05 / distanceToCenter - 0.1;
1220
- gl_FragColor = vec4(vColor, strength * vOpacity);
1221
- #include <tonemapping_fragment>
1222
- #include <${parseInt(THREE.REVISION.replace(/\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
1223
- }`);
1224
-
1225
- class SpotLightMaterial extends THREE.ShaderMaterial {
1226
- constructor() {
1227
- super({
1228
- uniforms: {
1229
- depth: { value: null },
1230
- opacity: { value: 1 },
1231
- attenuation: { value: 2.5 },
1232
- anglePower: { value: 12 },
1233
- spotPosition: { value: new THREE.Vector3(0, 0, 0) },
1234
- lightColor: { value: new THREE.Color('white') },
1235
- cameraNear: { value: 0 },
1236
- cameraFar: { value: 1 },
1237
- resolution: { value: new THREE.Vector2(0, 0) },
1238
- },
1239
- transparent: true,
1240
- depthWrite: false,
1241
- vertexShader: /* glsl */ `
1242
- varying vec3 vNormal;
1243
- varying vec3 vWorldPosition;
1244
- varying float vViewZ;
1245
- varying float vIntensity;
1246
- uniform vec3 spotPosition;
1247
- uniform float attenuation;
1248
-
1249
- void main() {
1250
- // compute intensity
1251
- vNormal = normalize( normalMatrix * normal );
1252
- vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
1253
- vWorldPosition = worldPosition.xyz;
1254
- vec4 viewPosition = viewMatrix * worldPosition;
1255
- vViewZ = viewPosition.z;
1256
- float intensity = distance(worldPosition.xyz, spotPosition) / attenuation;
1257
- intensity = 1.0 - clamp(intensity, 0.0, 1.0);
1258
- vIntensity = intensity;
1259
- // set gl_Position
1260
- gl_Position = projectionMatrix * viewPosition;
1261
-
1262
- }`,
1263
- fragmentShader: /* glsl */ `
1264
- #include <packing>
1265
-
1266
- varying vec3 vNormal;
1267
- varying vec3 vWorldPosition;
1268
- uniform vec3 lightColor;
1269
- uniform vec3 spotPosition;
1270
- uniform float attenuation;
1271
- uniform float anglePower;
1272
- uniform sampler2D depth;
1273
- uniform vec2 resolution;
1274
- uniform float cameraNear;
1275
- uniform float cameraFar;
1276
- varying float vViewZ;
1277
- varying float vIntensity;
1278
- uniform float opacity;
1279
-
1280
- float readDepth( sampler2D depthSampler, vec2 coord ) {
1281
- float fragCoordZ = texture2D( depthSampler, coord ).x;
1282
- float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);
1283
- return viewZ;
1284
- }
1285
-
1286
- void main() {
1287
- float d = 1.0;
1288
- bool isSoft = resolution[0] > 0.0 && resolution[1] > 0.0;
1289
- if (isSoft) {
1290
- vec2 sUv = gl_FragCoord.xy / resolution;
1291
- d = readDepth(depth, sUv);
1292
- }
1293
- float intensity = vIntensity;
1294
- vec3 normal = vec3(vNormal.x, vNormal.y, abs(vNormal.z));
1295
- float angleIntensity = pow( dot(normal, vec3(0.0, 0.0, 1.0)), anglePower );
1296
- intensity *= angleIntensity;
1297
- // fades when z is close to sampled depth, meaning the cone is intersecting existing geometry
1298
- if (isSoft) {
1299
- intensity *= smoothstep(0., 1., vViewZ - d);
1300
- }
1301
- gl_FragColor = vec4(lightColor, intensity * opacity);
1302
-
1303
- #include <tonemapping_fragment>
1304
- #include <${parseInt(THREE.REVISION.replace(/\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
1305
- }`,
1306
- });
1307
- }
1308
- }
1309
-
1310
- const StarFieldMaterial = shaderMaterial({ time: 0.0, fade: 0.0 },
1311
- // language=GLSL
1312
- `
1313
- uniform float time;
1314
- attribute float size;
1315
- varying vec3 vColor;
1316
- void main() {
1317
- vColor = color;
1318
- vec4 mvPosition = modelViewMatrix * vec4(position, 0.5);
1319
- gl_PointSize = size * (30.0 / -mvPosition.z) * (3.0 + sin(time + 100.0));
1320
- gl_Position = projectionMatrix * mvPosition;
1321
- }
1322
- `,
1323
- // language=GLSL
1324
- `
1325
- uniform sampler2D pointTexture;
1326
- uniform float fade;
1327
- varying vec3 vColor;
1328
- void main() {
1329
- float opacity = 1.0;
1330
- if (fade == 1.0) {
1331
- float d = distance(gl_PointCoord, vec2(0.5, 0.5));
1332
- opacity = 1.0 / (1.0 + exp(16.0 * (d - 0.25)));
1333
- }
1334
- gl_FragColor = vec4(vColor, opacity);
1335
-
1336
- #include <tonemapping_fragment>
1337
- #include <${parseInt(THREE.REVISION.replace(/\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
1338
- }
1339
- `);
1340
-
1341
- const WireframeMaterialShaders = {
1342
- uniforms: {
1343
- strokeOpacity: 1,
1344
- fillOpacity: 0.25,
1345
- fillMix: 0,
1346
- thickness: 0.05,
1347
- colorBackfaces: false,
1348
- dashInvert: true,
1349
- dash: false,
1350
- dashRepeats: 4,
1351
- dashLength: 0.5,
1352
- squeeze: false,
1353
- squeezeMin: 0.2,
1354
- squeezeMax: 1,
1355
- stroke: new THREE.Color('#ff0000'),
1356
- backfaceStroke: new THREE.Color('#0000ff'),
1357
- fill: new THREE.Color('#00ff00'),
1358
- },
1359
- vertex: /* glsl */ `
1360
- attribute vec3 barycentric;
1361
-
1362
- varying vec3 v_edges_Barycentric;
1363
- varying vec3 v_edges_Position;
1364
-
1365
- void initWireframe() {
1366
- v_edges_Barycentric = barycentric;
1367
- v_edges_Position = position.xyz;
1368
- }
1369
- `,
1370
- fragment: /* glsl */ `
1371
- #ifndef PI
1372
- #define PI 3.1415926535897932384626433832795
1373
- #endif
1374
-
1375
- varying vec3 v_edges_Barycentric;
1376
- varying vec3 v_edges_Position;
1377
-
1378
- uniform float strokeOpacity;
1379
- uniform float fillOpacity;
1380
- uniform float fillMix;
1381
- uniform float thickness;
1382
- uniform bool colorBackfaces;
1383
-
1384
- // Dash
1385
- uniform bool dashInvert;
1386
- uniform bool dash;
1387
- uniform bool dashOnly;
1388
- uniform float dashRepeats;
1389
- uniform float dashLength;
1390
-
1391
- // Squeeze
1392
- uniform bool squeeze;
1393
- uniform float squeezeMin;
1394
- uniform float squeezeMax;
1395
-
1396
- // Colors
1397
- uniform vec3 stroke;
1398
- uniform vec3 backfaceStroke;
1399
- uniform vec3 fill;
1400
-
1401
- // This is like
1402
- float wireframe_aastep(float threshold, float dist) {
1403
- float afwidth = fwidth(dist) * 0.5;
1404
- return smoothstep(threshold - afwidth, threshold + afwidth, dist);
1405
- }
1406
-
1407
- float wireframe_map(float value, float min1, float max1, float min2, float max2) {
1408
- return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
1409
- }
1410
-
1411
- float getWireframe() {
1412
- vec3 barycentric = v_edges_Barycentric;
1413
-
1414
- // Distance from center of each triangle to its edges.
1415
- float d = min(min(barycentric.x, barycentric.y), barycentric.z);
1416
-
1417
- // for dashed rendering, we can use this to get the 0 .. 1 value of the line length
1418
- float positionAlong = max(barycentric.x, barycentric.y);
1419
- if (barycentric.y < barycentric.x && barycentric.y < barycentric.z) {
1420
- positionAlong = 1.0 - positionAlong;
1421
- }
1422
-
1423
- // the thickness of the stroke
1424
- float computedThickness = wireframe_map(thickness, 0.0, 1.0, 0.0, 0.34);
1425
-
1426
- // if we want to shrink the thickness toward the center of the line segment
1427
- if (squeeze) {
1428
- computedThickness *= mix(squeezeMin, squeezeMax, (1.0 - sin(positionAlong * PI)));
1429
- }
1430
-
1431
- // Create dash pattern
1432
- if (dash) {
1433
- // here we offset the stroke position depending on whether it
1434
- // should overlap or not
1435
- float offset = 1.0 / dashRepeats * dashLength / 2.0;
1436
- if (!dashInvert) {
1437
- offset += 1.0 / dashRepeats / 2.0;
1438
- }
1439
-
1440
- // if we should animate the dash or not
1441
- // if (dashAnimate) {
1442
- // offset += time * 0.22;
1443
- // }
1444
-
1445
- // create the repeating dash pattern
1446
- float pattern = fract((positionAlong + offset) * dashRepeats);
1447
- computedThickness *= 1.0 - wireframe_aastep(dashLength, pattern);
1448
- }
1449
-
1450
- // compute the anti-aliased stroke edge
1451
- float edge = 1.0 - wireframe_aastep(computedThickness, d);
1452
-
1453
- return edge;
1454
- }
1455
- `,
1456
- };
1457
- const WireframeMaterial = shaderMaterial(WireframeMaterialShaders.uniforms, WireframeMaterialShaders.vertex +
1458
- /* glsl */ `
1459
- void main() {
1460
- initWireframe();
1461
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
1462
- }
1463
- `, WireframeMaterialShaders.fragment +
1464
- /* glsl */ `
1465
- void main () {
1466
- // Compute color
1467
-
1468
- float edge = getWireframe();
1469
- vec4 colorStroke = vec4(stroke, edge);
1470
-
1471
- #ifdef FLIP_SIDED
1472
- colorStroke.rgb = backfaceStroke;
1473
- #endif
1474
-
1475
- vec4 colorFill = vec4(fill, fillOpacity);
1476
- vec4 outColor = mix(colorFill, colorStroke, edge * strokeOpacity);
1477
-
1478
- gl_FragColor = outColor;
1479
- }
1480
- `);
1481
- function setWireframeOverride(material, uniforms) {
1482
- material.onBeforeCompile = (shader) => {
1483
- shader.uniforms = {
1484
- ...shader.uniforms,
1485
- ...uniforms,
1486
- };
1487
- shader.vertexShader = shader.vertexShader.replace('void main() {', `
1488
- ${WireframeMaterialShaders.vertex}
1489
- void main() {
1490
- initWireframe();
1491
- `);
1492
- shader.fragmentShader = shader.fragmentShader.replace('void main() {', `
1493
- ${WireframeMaterialShaders.fragment}
1494
- void main() {
1495
- `);
1496
- shader.fragmentShader = shader.fragmentShader.replace('#include <color_fragment>',
1497
- /* glsl */ `
1498
- #include <color_fragment>
1499
- float edge = getWireframe();
1500
- vec4 colorStroke = vec4(stroke, edge);
1501
- #ifdef FLIP_SIDED
1502
- colorStroke.rgb = backfaceStroke;
1503
- #endif
1504
- vec4 colorFill = vec4(mix(diffuseColor.rgb, fill, fillMix), mix(diffuseColor.a, fillOpacity, fillMix));
1505
- vec4 outColor = mix(colorFill, colorStroke, edge * strokeOpacity);
1506
-
1507
- diffuseColor.rgb = outColor.rgb;
1508
- diffuseColor.a *= outColor.a;
1509
- `);
1510
- };
1511
- material.side = THREE.DoubleSide;
1512
- material.transparent = true;
1513
- }
1514
- function injectNgtsWireframeUniforms(uniformsFactory, stateFactory, { injector } = {}) {
1515
- injector = assertInjectionContext(injectNgtsWireframeUniforms, injector);
1516
- return runInInjectionContext(injector, () => {
1517
- const uniforms = uniformsFactory();
1518
- const state = computed(() => stateFactory());
1519
- const fillOpacity = computed(() => state().fillOpacity);
1520
- const fillMix = computed(() => state().fillMix);
1521
- const strokeOpacity = computed(() => state().strokeOpacity);
1522
- const thickness = computed(() => state().thickness);
1523
- const colorBackfaces = computed(() => state().colorBackfaces);
1524
- const dash = computed(() => state().dash);
1525
- const dashInvert = computed(() => state().dashInvert);
1526
- const dashRepeats = computed(() => state().dashRepeats);
1527
- const dashLength = computed(() => state().dashLength);
1528
- const squeeze = computed(() => state().squeeze);
1529
- const squeezeMin = computed(() => state().squeezeMin);
1530
- const squeezeMax = computed(() => state().squeezeMax);
1531
- const stroke = computed(() => state().stroke);
1532
- const fill = computed(() => state().fill);
1533
- const backfaceStroke = computed(() => state().backfaceStroke);
1534
- effect(() => {
1535
- uniforms['fillOpacity'].value = fillOpacity() ?? uniforms['fillOpacity'].value;
1536
- });
1537
- effect(() => {
1538
- uniforms['fillMix'].value = fillMix() ?? uniforms['fillMix'].value;
1539
- });
1540
- effect(() => {
1541
- uniforms['strokeOpacity'].value = strokeOpacity() ?? uniforms['strokeOpacity'].value;
1542
- });
1543
- effect(() => {
1544
- uniforms['thickness'].value = thickness() ?? uniforms['thickness'].value;
1545
- });
1546
- effect(() => {
1547
- uniforms['colorBackfaces'].value = colorBackfaces() ?? uniforms['colorBackfaces'].value;
1548
- });
1549
- effect(() => {
1550
- uniforms['dash'].value = dash() ?? uniforms['dash'].value;
1551
- });
1552
- effect(() => {
1553
- uniforms['dashInvert'].value = dashInvert() ?? uniforms['dashInvert'].value;
1554
- });
1555
- effect(() => {
1556
- uniforms['dashRepeats'].value = dashRepeats() ?? uniforms['dashRepeats'].value;
1557
- });
1558
- effect(() => {
1559
- uniforms['dashLength'].value = dashLength() ?? uniforms['dashLength'].value;
1560
- });
1561
- effect(() => {
1562
- uniforms['squeeze'].value = squeeze() ?? uniforms['squeeze'].value;
1563
- });
1564
- effect(() => {
1565
- uniforms['squeezeMin'].value = squeezeMin() ?? uniforms['squeezeMin'].value;
1566
- });
1567
- effect(() => {
1568
- uniforms['squeezeMax'].value = squeezeMax() ?? uniforms['squeezeMax'].value;
1569
- });
1570
- effect(() => {
1571
- uniforms['stroke'].value = stroke() ? new THREE.Color(stroke()) : uniforms['stroke'].value;
1572
- });
1573
- effect(() => {
1574
- uniforms['fill'].value = fill() ? new THREE.Color(fill()) : uniforms['fill'].value;
1575
- });
1576
- effect(() => {
1577
- uniforms['backfaceStroke'].value = backfaceStroke()
1578
- ? new THREE.Color(backfaceStroke())
1579
- : uniforms['backfaceStroke'].value;
1580
- });
1581
- });
1582
- }
1583
-
1584
244
  /**
1585
245
  * Generated bundle index. Do not edit.
1586
246
  */
1587
247
 
1588
- export { BlurPass, CausticsMaterial, CausticsProjectionMaterial, ConvolutionMaterial, DiscardMaterial, GridMaterial, MeshReflectorMaterial, MeshRefractionMaterial, MeshTransmissionMaterial, MeshWobbleMaterial, NGTS_DISTORT_MATERIAL_SHADER, SoftShadowMaterial, SparklesMaterial, SpotLightMaterial, StarFieldMaterial, WireframeMaterial, WireframeMaterialShaders, createMeshDistortMaterial, injectNgtsMeshDistortMaterial, injectNgtsWireframeUniforms, provideNgtsMeshDistortMaterialShader, setWireframeOverride, shaderMaterial };
248
+ export { GridMaterial, MeshRefractionMaterial };
1589
249
  //# sourceMappingURL=angular-three-soba-shaders.mjs.map