elation-engine 0.9.113 → 0.9.115

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 (91) hide show
  1. package/css/systems/render.css +5 -1
  2. package/package.json +1 -1
  3. package/scripts/assets.js +103 -20
  4. package/scripts/assetworker.js +18 -1
  5. package/scripts/external/holoplay.js +1494 -0
  6. package/scripts/external/octree.js +0 -0
  7. package/scripts/external/three/CSS3DRenderer.js +46 -43
  8. package/scripts/external/three/CubemapToEquirectangular.js +1 -1
  9. package/scripts/external/three/three-extras.js +1553 -392
  10. package/scripts/external/three/three-icosa.js +2575 -0
  11. package/scripts/external/three/three-loaders.js +925 -133
  12. package/scripts/external/three/three-postprocessing.js +3 -3
  13. package/scripts/external/three/three-r116dev.js +50930 -0
  14. package/scripts/external/three/three-spotlighttextures.js +50953 -0
  15. package/scripts/external/three/three-vrm.js +2 -2
  16. package/scripts/external/three/three-working.js +35968 -0
  17. package/scripts/external/three/three.js +38532 -24087
  18. package/scripts/external/three-mesh-bvh.js +5370 -0
  19. package/scripts/external/three-old/BVHLoader.js +406 -0
  20. package/scripts/external/three-old/ColladaLoader.js +5519 -0
  21. package/scripts/external/three-old/ColladaLoader2.js +1694 -0
  22. package/scripts/external/three-old/CubemapToEquirectangular.js +188 -0
  23. package/scripts/external/three-old/DDSLoader.js +269 -0
  24. package/scripts/external/three-old/FBXLoader-mine.js +5063 -0
  25. package/scripts/external/three-old/FBXLoader.js +5112 -0
  26. package/scripts/external/three-old/FlyControls.js +295 -0
  27. package/scripts/external/three-old/GLTF2Loader.js +2950 -0
  28. package/scripts/external/three-old/GLTFLoader.js +2213 -0
  29. package/scripts/external/three-old/JSONLoader.js +435 -0
  30. package/scripts/external/three-old/MTLLoader.js +533 -0
  31. package/scripts/external/three-old/OBJLoader-experimental.js +874 -0
  32. package/scripts/external/three-old/OBJLoader-working.js +727 -0
  33. package/scripts/external/three-old/OBJLoader.js +723 -0
  34. package/scripts/external/three-old/OBJMTLLoader.js +440 -0
  35. package/scripts/external/three-old/OrbitControls.js +592 -0
  36. package/scripts/external/three-old/PLYLoader.js +517 -0
  37. package/scripts/external/three-old/TransformControls.js +1100 -0
  38. package/scripts/external/three-old/VRMLLoader.js +1021 -0
  39. package/scripts/external/three-old/glTFLoader-combined.js +2513 -0
  40. package/scripts/external/three-old/nodethree.js +44018 -0
  41. package/scripts/external/three-old/render/BleachBypassShader.js +64 -0
  42. package/scripts/external/three-old/render/BloomPass.js +116 -0
  43. package/scripts/external/three-old/render/CSS3DRenderer.js +310 -0
  44. package/scripts/external/three-old/render/ClearPass.js +44 -0
  45. package/scripts/external/three-old/render/ConvolutionShader.js +101 -0
  46. package/scripts/external/three-old/render/CopyShader.js +46 -0
  47. package/scripts/external/three-old/render/EffectComposer.js +211 -0
  48. package/scripts/external/three-old/render/FXAAShader.js +88 -0
  49. package/scripts/external/three-old/render/FilmPass.js +60 -0
  50. package/scripts/external/three-old/render/FilmShader.js +104 -0
  51. package/scripts/external/three-old/render/ManualMSAARenderPass.js +168 -0
  52. package/scripts/external/three-old/render/MaskPass.js +97 -0
  53. package/scripts/external/three-old/render/OculusRenderPass.js +84 -0
  54. package/scripts/external/three-old/render/OculusRiftEffect.js +240 -0
  55. package/scripts/external/three-old/render/PortalRenderPass.js +166 -0
  56. package/scripts/external/three-old/render/RecordingPass.js +208 -0
  57. package/scripts/external/three-old/render/RenderPass.js +57 -0
  58. package/scripts/external/three-old/render/SSAOShader.js +259 -0
  59. package/scripts/external/three-old/render/SepiaShader.js +54 -0
  60. package/scripts/external/three-old/render/ShaderPass.js +66 -0
  61. package/scripts/external/three-old/render/VREffect.js +482 -0
  62. package/scripts/external/three-old/shimthree.js +23 -0
  63. package/scripts/external/three-old/stats.js +6 -0
  64. package/scripts/external/three-old/three-88dev.js +45004 -0
  65. package/scripts/external/three-old/three-backgroundoptimization.js +44432 -0
  66. package/scripts/external/three-old/three-updates.js +44735 -0
  67. package/scripts/external/three-old/three-working.js +44719 -0
  68. package/scripts/external/three-old/three.js +44431 -0
  69. package/scripts/external/three-old/threex.rendererstats.js +66 -0
  70. package/scripts/external/three-old/tween.js +13 -0
  71. package/scripts/external/webvr-polyfill-new.js +3497 -0
  72. package/scripts/external/webvr-polyfill-newest.js +3491 -0
  73. package/scripts/external/webvr-polyfill-old.js +6337 -0
  74. package/scripts/geometries.js +2 -2
  75. package/scripts/math.js +6 -6
  76. package/scripts/systems/admin.js +1 -1
  77. package/scripts/systems/controls.js +6 -4
  78. package/scripts/systems/physics.js +10 -10
  79. package/scripts/systems/render.js +58 -20
  80. package/scripts/systems/render2.js +38 -0
  81. package/scripts/things/camera.js +6 -1
  82. package/scripts/things/generic-trackedvectors.js +1875 -0
  83. package/scripts/things/generic.js +3 -4
  84. package/scripts/things/label2d.js +1 -1
  85. package/scripts/things/leapmotion.js +6 -6
  86. package/scripts/things/menu.js +1 -1
  87. package/scripts/things/player-bak.js +638 -0
  88. package/scripts/things/player.js +28 -10
  89. package/scripts/things/skysphere.js +1 -1
  90. package/scripts/things/terrain.js +1 -1
  91. package/scripts/things/text.js +1 -1
@@ -0,0 +1,208 @@
1
+ /**
2
+ * @author James Baicoianu / http://www.baicoianu.com/
3
+ */
4
+
5
+
6
+ var vertexShaderFlip = [
7
+ 'varying vec2 vUv;',
8
+
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+ 'void main() {',
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+
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+ ' vUv = vec2( uv.x, 1.0 - uv.y );',
12
+ ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
13
+
14
+ '}'
15
+ ].join('\n');
16
+
17
+ THREE.RecordingPass = function ( ) {
18
+
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+ if ( THREE.CopyShader === undefined )
20
+ console.error( "THREE.RecordingPass relies on THREE.CopyShader" );
21
+
22
+ var shader = THREE.CopyShader;
23
+
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+ this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
25
+
26
+ this.material = new THREE.ShaderMaterial( {
27
+
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+ uniforms: this.uniforms,
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+ vertexShader: shader.vertexShader,
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+ fragmentShader: shader.fragmentShader
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+
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+ } );
33
+ this.flipmaterial = new THREE.ShaderMaterial( {
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+
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+ uniforms: this.uniforms,
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+ vertexShader: vertexShaderFlip,
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+ fragmentShader: shader.fragmentShader
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+
39
+ } );
40
+
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+ var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
42
+ this.recordtarget = new THREE.WebGLRenderTarget(640, 480, parameters);
43
+ this.lastframe = false;
44
+
45
+ this.recording = true;
46
+
47
+ this.enabled = true;
48
+ this.renderToScreen = false;
49
+ this.needsSwap = true;
50
+
51
+ //this.ffmpeg = new FFMPEG({scriptbase: '/scripts/engine/external/ffmpeg/', useWorker: true, quality: 'veryfast'});
52
+
53
+
54
+ };
55
+
56
+ THREE.RecordingPass.prototype = {
57
+
58
+ render: function ( renderer, writeBuffer, readBuffer, delta ) {
59
+
60
+ this.renderer = renderer;
61
+ this.uniforms[ "tDiffuse" ].value = readBuffer;
62
+
63
+ THREE.EffectComposer.quad.material = this.material;
64
+
65
+ if ( this.renderToScreen ) {
66
+
67
+ renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera );
68
+
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+ } else {
70
+
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+ renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, writeBuffer, false );
72
+
73
+ }
74
+ if (this.recording) {
75
+ this.lastframe = writeBuffer;
76
+ }
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+
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+ },
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+
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+ getCaptureData: function(width, height) {
81
+ var readBuffer = this.lastframe;
82
+ var imgdata = false;
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+ if (readBuffer) {
84
+ var size = [readBuffer.width, readBuffer.height];
85
+ var target = this.recordtarget;
86
+ if (width && height) {
87
+ var scale = Math.min(width / size[0], height / size[1]);
88
+ size[0] = Math.floor(size[0] * scale);
89
+ size[1] = Math.floor(size[1] * scale);
90
+ }
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+ if (target.width != size[0] || target.height != size[1]) {
92
+ target.setSize(size[0], size[1]);
93
+ }
94
+ this.uniforms[ "tDiffuse" ].value = readBuffer;
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+ THREE.EffectComposer.quad.material = this.flipmaterial;
96
+ this.renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, target, false );
97
+
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+ var pixeldata = new Uint8Array(size[0] * size[1] * 4);
99
+ this.renderer.readRenderTargetPixels(target, 0, 0, size[0], size[1], pixeldata);
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+ imgdata = new ImageData(new Uint8ClampedArray(pixeldata.buffer), size[0], size[1]);
101
+ }
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+ return imgdata;
103
+ },
104
+ captureJPG: function(width, height) {
105
+ return new Promise(function(resolve, reject) {
106
+ var start = performance.now();
107
+ var imgdata = this.getCaptureData(width, height);
108
+ if (imgdata) {
109
+ this.encodeImage(imgdata.data, imgdata.width, imgdata.height, 'jpg').then(function(img) {
110
+ var end = performance.now();
111
+ resolve({image: img, time: end - start});
112
+ });
113
+ } else {
114
+ reject();
115
+ }
116
+ }.bind(this));
117
+ },
118
+ capturePNG: function(width, height) {
119
+ return new Promise(function(resolve, reject) {
120
+ var start = performance.now();
121
+ var imgdata = this.getCaptureData(width, height);
122
+ if (imgdata) {
123
+ this.encodeImage(imgdata.data, imgdata.width, imgdata.height, 'png').then(function(img) {
124
+ var end = performance.now();
125
+ resolve({image: img, time: end - start});
126
+ });
127
+ } else {
128
+ reject();
129
+ }
130
+ }.bind(this));
131
+ },
132
+ captureGIF: function(width, height, frames, delay) {
133
+ return new Promise(function(resolve, reject) {
134
+ var framepromises = [];
135
+ for (var i = 0; i < frames; i++) {
136
+ framepromises.push(this.scheduleGIFframe(width, height, i, delay * i));
137
+ }
138
+ Promise.all(framepromises).then(function(frames) {
139
+ var start = performance.now();
140
+ var gif = new GIF({workers: 2, quality: 10});
141
+ for (var i = 0; i < frames.length; i++) {
142
+ gif.addFrame(frames[i].image, {delay: (i == frames.length - 1 ? delay * 8 : delay)});
143
+ }
144
+ gif.on('finished', function(blob) {
145
+ var end = performance.now();
146
+ resolve({image: blob, time: end - start});
147
+ });
148
+ gif.render();
149
+ });
150
+ }.bind(this));
151
+ },
152
+ scheduleGIFframe: function(width, height, frame, delay) {
153
+ return new Promise(function(resolve, reject) {
154
+ setTimeout(function() {
155
+ //console.log('get frame', frame);
156
+ var imgdata = this.getCaptureData(width, height);
157
+ if (imgdata) {
158
+ resolve({frame: frame, image: imgdata});
159
+ } else {
160
+ reject();
161
+ }
162
+ }.bind(this), delay);
163
+ }.bind(this));
164
+ },
165
+ captureMP4: function(width, height, fps, time) {
166
+ var delay = 1000 / fps;
167
+ var numframes = time * fps;
168
+ return new Promise(function(resolve, reject) {
169
+ var framepromises = [];
170
+ //var ffmpeg = this.ffmpeg;
171
+ var ffmpeg = new FFMPEG({scriptbase: '/scripts/engine/external/ffmpeg/', useWorker: true, quality: 'veryfast', fps: fps});
172
+ for (var i = 0; i < numframes; i++) {
173
+ var promise = this.scheduleGIFframe(width, height, i, delay * i);
174
+ framepromises.push(promise);
175
+ promise.then(function(framedata) {
176
+ ffmpeg.addFrame(framedata.image);
177
+ });
178
+ }
179
+ framepromises[0].then(function(f) {
180
+ var start = performance.now();
181
+ ffmpeg.on('finished', function(blob) {
182
+ var end = performance.now();
183
+ resolve({image: blob, time: end - start});
184
+ });
185
+ ffmpeg.render('ultrafast');
186
+
187
+ });
188
+ }.bind(this));
189
+ },
190
+ encodeImage: function(pixeldata, width, height, format) {
191
+ return new Promise(function(resolve, reject) {
192
+ var worker = new Worker('/scripts/vrcade/imageworker-' + format + '.js');
193
+ worker.addEventListener('message', function(ev) {
194
+ resolve(ev.data);
195
+ }.bind(this));
196
+
197
+ var workermsg = {
198
+ width: width,
199
+ height: height,
200
+ format: format,
201
+ data: pixeldata.buffer,
202
+ timeStamp: new Date().getTime()
203
+ };
204
+ worker.postMessage(workermsg, [workermsg.data]);
205
+ }.bind(this));
206
+ }
207
+
208
+ };
@@ -0,0 +1,57 @@
1
+ /**
2
+ * @author alteredq / http://alteredqualia.com/
3
+ */
4
+
5
+ THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
6
+
7
+ THREE.Pass.call( this );
8
+
9
+ this.scene = scene;
10
+ this.camera = camera;
11
+
12
+ this.overrideMaterial = overrideMaterial;
13
+
14
+ this.clearColor = clearColor;
15
+ this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
16
+
17
+ this.clear = false;
18
+ this.needsSwap = false;
19
+
20
+ };
21
+
22
+ THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
23
+
24
+ constructor: THREE.RenderPass,
25
+
26
+ render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
27
+
28
+ var oldAutoClear = renderer.autoClear;
29
+ renderer.autoClear = false;
30
+
31
+ this.scene.overrideMaterial = this.overrideMaterial;
32
+
33
+ var oldClearColor, oldClearAlpha;
34
+
35
+ if ( this.clearColor ) {
36
+
37
+ oldClearColor = renderer.getClearColor().getHex();
38
+ oldClearAlpha = renderer.getClearAlpha();
39
+
40
+ renderer.setClearColor( this.clearColor, this.clearAlpha );
41
+
42
+ }
43
+
44
+ renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );
45
+
46
+ if ( this.clearColor ) {
47
+
48
+ renderer.setClearColor( oldClearColor, oldClearAlpha );
49
+
50
+ }
51
+
52
+ this.scene.overrideMaterial = null;
53
+ renderer.autoClear = oldAutoClear;
54
+ elation.events.fire({element: this, type: 'render'});
55
+ }
56
+
57
+ } );
@@ -0,0 +1,259 @@
1
+ /**
2
+ * @author alteredq / http://alteredqualia.com/
3
+ *
4
+ * Screen-space ambient occlusion shader
5
+ * - ported from
6
+ * SSAO GLSL shader v1.2
7
+ * assembled by Martins Upitis (martinsh) (http://devlog-martinsh.blogspot.com)
8
+ * original technique is made by ArKano22 (http://www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)
9
+ * - modifications
10
+ * - modified to use RGBA packed depth texture (use clear color 1,1,1,1 for depth pass)
11
+ * - made fog more compatible with three.js linear fog
12
+ * - refactoring and optimizations
13
+ */
14
+
15
+ THREE.SSAOShader = {
16
+
17
+ uniforms: {
18
+
19
+ "tDiffuse": { type: "t", value: null },
20
+ "tDepth": { type: "t", value: null },
21
+ "size": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
22
+ "cameraNear": { type: "f", value: 1 },
23
+ "cameraFar": { type: "f", value: 100 },
24
+ "fogNear": { type: "f", value: 5 },
25
+ "fogFar": { type: "f", value: 100 },
26
+ "fogEnabled": { type: "i", value: 0 },
27
+ "onlyAO": { type: "i", value: 0 },
28
+ "aoClamp": { type: "f", value: 0.3 },
29
+ "lumInfluence": { type: "f", value: 0.9 }
30
+
31
+ },
32
+
33
+ vertexShader: [
34
+
35
+ "varying vec2 vUv;",
36
+
37
+ "void main() {",
38
+
39
+ "vUv = uv;",
40
+
41
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
42
+
43
+ "}"
44
+
45
+ ].join("\n"),
46
+
47
+ fragmentShader: [
48
+
49
+ "uniform float cameraNear;",
50
+ "uniform float cameraFar;",
51
+
52
+ "uniform float fogNear;",
53
+ "uniform float fogFar;",
54
+
55
+ "uniform bool fogEnabled;", // attenuate AO with linear fog
56
+ "uniform bool onlyAO;", // use only ambient occlusion pass?
57
+
58
+ "uniform vec2 size;", // texture width, height
59
+ "uniform float aoClamp;", // depth clamp - reduces haloing at screen edges
60
+
61
+ "uniform float lumInfluence;", // how much luminance affects occlusion
62
+
63
+ "uniform sampler2D tDiffuse;",
64
+ "uniform sampler2D tDepth;",
65
+
66
+ "varying vec2 vUv;",
67
+
68
+ // "#define PI 3.14159265",
69
+ "#define DL 2.399963229728653", // PI * ( 3.0 - sqrt( 5.0 ) )
70
+ "#define EULER 2.718281828459045",
71
+
72
+ // helpers
73
+
74
+ "float width = size.x;", // texture width
75
+ "float height = size.y;", // texture height
76
+
77
+ "float cameraFarPlusNear = cameraFar + cameraNear;",
78
+ "float cameraFarMinusNear = cameraFar - cameraNear;",
79
+ "float cameraCoef = 2.0 * cameraNear;",
80
+
81
+ // user variables
82
+
83
+ "const int samples = 8;", // ao sample count
84
+ "const float radius = 5.0;", // ao radius
85
+
86
+ "const bool useNoise = false;", // use noise instead of pattern for sample dithering
87
+ "const float noiseAmount = 0.0003;", // dithering amount
88
+
89
+ "const float diffArea = 0.4;", // self-shadowing reduction
90
+ "const float gDisplace = 0.4;", // gauss bell center
91
+
92
+ "const vec3 onlyAOColor = vec3( 1.0, 0.7, 0.5 );",
93
+ // "const vec3 onlyAOColor = vec3( 1.0, 1.0, 1.0 );",
94
+
95
+
96
+ // RGBA depth
97
+
98
+ "float unpackDepth( const in vec4 rgba_depth ) {",
99
+
100
+ "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
101
+ "float depth = dot( rgba_depth, bit_shift );",
102
+ "return depth;",
103
+
104
+ "}",
105
+
106
+ // generating noise / pattern texture for dithering
107
+
108
+ "vec2 rand( const vec2 coord ) {",
109
+
110
+ "vec2 noise;",
111
+
112
+ "if ( useNoise ) {",
113
+
114
+ "float nx = dot ( coord, vec2( 12.9898, 78.233 ) );",
115
+ "float ny = dot ( coord, vec2( 12.9898, 78.233 ) * 2.0 );",
116
+
117
+ "noise = clamp( fract ( 43758.5453 * sin( vec2( nx, ny ) ) ), 0.0, 1.0 );",
118
+
119
+ "} else {",
120
+
121
+ "float ff = fract( 1.0 - coord.s * ( width / 2.0 ) );",
122
+ "float gg = fract( coord.t * ( height / 2.0 ) );",
123
+
124
+ "noise = vec2( 0.25, 0.75 ) * vec2( ff ) + vec2( 0.75, 0.25 ) * gg;",
125
+
126
+ "}",
127
+
128
+ "return ( noise * 2.0 - 1.0 ) * noiseAmount;",
129
+
130
+ "}",
131
+
132
+ "float doFog() {",
133
+
134
+ "float zdepth = unpackDepth( texture2D( tDepth, vUv ) );",
135
+ "float depth = -cameraFar * cameraNear / ( zdepth * cameraFarMinusNear - cameraFar );",
136
+
137
+ "return smoothstep( fogNear, fogFar, depth );",
138
+
139
+ "}",
140
+
141
+ "float readDepth( const in vec2 coord ) {",
142
+
143
+ // "return ( 2.0 * cameraNear ) / ( cameraFar + cameraNear - unpackDepth( texture2D( tDepth, coord ) ) * ( cameraFar - cameraNear ) );",
144
+ "return cameraCoef / ( cameraFarPlusNear - unpackDepth( texture2D( tDepth, coord ) ) * cameraFarMinusNear );",
145
+
146
+
147
+ "}",
148
+
149
+ "float compareDepths( const in float depth1, const in float depth2, inout int far ) {",
150
+
151
+ "float garea = 2.0;", // gauss bell width
152
+ "float diff = ( depth1 - depth2 ) * 100.0;", // depth difference (0-100)
153
+
154
+ // reduce left bell width to avoid self-shadowing
155
+
156
+ "if ( diff < gDisplace ) {",
157
+
158
+ "garea = diffArea;",
159
+
160
+ "} else {",
161
+
162
+ "far = 1;",
163
+
164
+ "}",
165
+
166
+ "float dd = diff - gDisplace;",
167
+ "float gauss = pow( EULER, -2.0 * dd * dd / ( garea * garea ) );",
168
+ "return gauss;",
169
+
170
+ "}",
171
+
172
+ "float calcAO( float depth, float dw, float dh ) {",
173
+
174
+ "float dd = radius - depth * radius;",
175
+ "vec2 vv = vec2( dw, dh );",
176
+
177
+ "vec2 coord1 = vUv + dd * vv;",
178
+ "vec2 coord2 = vUv - dd * vv;",
179
+
180
+ "float temp1 = 0.0;",
181
+ "float temp2 = 0.0;",
182
+
183
+ "int far = 0;",
184
+ "temp1 = compareDepths( depth, readDepth( coord1 ), far );",
185
+
186
+ // DEPTH EXTRAPOLATION
187
+
188
+ "if ( far > 0 ) {",
189
+
190
+ "temp2 = compareDepths( readDepth( coord2 ), depth, far );",
191
+ "temp1 += ( 1.0 - temp1 ) * temp2;",
192
+
193
+ "}",
194
+
195
+ "return temp1;",
196
+
197
+ "}",
198
+
199
+ "void main() {",
200
+
201
+ "vec2 noise = rand( vUv );",
202
+ "float depth = readDepth( vUv );",
203
+
204
+ "float tt = clamp( depth, aoClamp, 1.0 );",
205
+
206
+ "float w = ( 1.0 / width ) / tt + ( noise.x * ( 1.0 - noise.x ) );",
207
+ "float h = ( 1.0 / height ) / tt + ( noise.y * ( 1.0 - noise.y ) );",
208
+
209
+ "float pw;",
210
+ "float ph;",
211
+
212
+ "float ao;",
213
+
214
+ "float dz = 1.0 / float( samples );",
215
+ "float z = 1.0 - dz / 2.0;",
216
+ "float l = 0.0;",
217
+
218
+ "for ( int i = 0; i <= samples; i ++ ) {",
219
+
220
+ "float r = sqrt( 1.0 - z );",
221
+
222
+ "pw = cos( l ) * r;",
223
+ "ph = sin( l ) * r;",
224
+ "ao += calcAO( depth, pw * w, ph * h );",
225
+ "z = z - dz;",
226
+ "l = l + DL;",
227
+
228
+ "}",
229
+
230
+ "ao /= float( samples );",
231
+ "ao = 1.0 - ao;",
232
+
233
+ "if ( fogEnabled ) {",
234
+
235
+ "ao = mix( ao, 1.0, doFog() );",
236
+
237
+ "}",
238
+
239
+ "vec3 color = texture2D( tDiffuse, vUv ).rgb;",
240
+
241
+ "vec3 lumcoeff = vec3( 0.299, 0.587, 0.114 );",
242
+ "float lum = dot( color.rgb, lumcoeff );",
243
+ "vec3 luminance = vec3( lum );",
244
+
245
+ "vec3 final = vec3( color * mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // mix( color * ao, white, luminance )
246
+
247
+ "if ( onlyAO ) {",
248
+
249
+ "final = onlyAOColor * vec3( mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // ambient occlusion only
250
+
251
+ "}",
252
+
253
+ "gl_FragColor = vec4( final, 1.0 );",
254
+
255
+ "}"
256
+
257
+ ].join("\n")
258
+
259
+ };
@@ -0,0 +1,54 @@
1
+ /**
2
+ * @author alteredq / http://alteredqualia.com/
3
+ *
4
+ * Sepia tone shader
5
+ * based on glfx.js sepia shader
6
+ * https://github.com/evanw/glfx.js
7
+ */
8
+
9
+ THREE.SepiaShader = {
10
+
11
+ uniforms: {
12
+
13
+ "tDiffuse": { type: "t", value: null },
14
+ "amount": { type: "f", value: 1.0 }
15
+
16
+ },
17
+
18
+ vertexShader: [
19
+
20
+ "varying vec2 vUv;",
21
+
22
+ "void main() {",
23
+
24
+ "vUv = uv;",
25
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
26
+
27
+ "}"
28
+
29
+ ].join("\n"),
30
+
31
+ fragmentShader: [
32
+
33
+ "uniform float amount;",
34
+
35
+ "uniform sampler2D tDiffuse;",
36
+
37
+ "varying vec2 vUv;",
38
+
39
+ "void main() {",
40
+
41
+ "vec4 color = texture2D( tDiffuse, vUv );",
42
+ "vec3 c = color.rgb;",
43
+
44
+ "color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
45
+ "color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
46
+ "color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
47
+
48
+ "gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
49
+
50
+ "}"
51
+
52
+ ].join("\n")
53
+
54
+ };
@@ -0,0 +1,66 @@
1
+ /**
2
+ * @author alteredq / http://alteredqualia.com/
3
+ */
4
+
5
+ THREE.ShaderPass = function ( shader, textureID ) {
6
+
7
+ THREE.Pass.call( this );
8
+
9
+ this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
10
+
11
+ if ( shader instanceof THREE.ShaderMaterial ) {
12
+
13
+ this.uniforms = shader.uniforms;
14
+
15
+ this.material = shader;
16
+
17
+ } else if ( shader ) {
18
+
19
+ this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
20
+
21
+ this.material = new THREE.ShaderMaterial( {
22
+
23
+ defines: shader.defines || {},
24
+ uniforms: this.uniforms,
25
+ vertexShader: shader.vertexShader,
26
+ fragmentShader: shader.fragmentShader
27
+
28
+ } );
29
+
30
+ }
31
+
32
+ this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
33
+ this.scene = new THREE.Scene();
34
+
35
+ this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
36
+ this.scene.add( this.quad );
37
+
38
+ };
39
+
40
+ THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
41
+
42
+ constructor: THREE.ShaderPass,
43
+
44
+ render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {
45
+
46
+ if ( this.uniforms[ this.textureID ] ) {
47
+
48
+ this.uniforms[ this.textureID ].value = readBuffer.texture;
49
+
50
+ }
51
+
52
+ this.quad.material = this.material;
53
+
54
+ if ( this.renderToScreen ) {
55
+
56
+ renderer.render( this.scene, this.camera );
57
+
58
+ } else {
59
+
60
+ renderer.render( this.scene, this.camera, writeBuffer, this.clear );
61
+
62
+ }
63
+
64
+ }
65
+
66
+ } );