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.
- package/css/systems/render.css +5 -1
- package/package.json +1 -1
- package/scripts/assets.js +103 -20
- package/scripts/assetworker.js +18 -1
- package/scripts/external/holoplay.js +1494 -0
- package/scripts/external/octree.js +0 -0
- package/scripts/external/three/CSS3DRenderer.js +46 -43
- package/scripts/external/three/CubemapToEquirectangular.js +1 -1
- package/scripts/external/three/three-extras.js +1553 -392
- package/scripts/external/three/three-icosa.js +2575 -0
- package/scripts/external/three/three-loaders.js +925 -133
- package/scripts/external/three/three-postprocessing.js +3 -3
- package/scripts/external/three/three-r116dev.js +50930 -0
- package/scripts/external/three/three-spotlighttextures.js +50953 -0
- package/scripts/external/three/three-vrm.js +2 -2
- package/scripts/external/three/three-working.js +35968 -0
- package/scripts/external/three/three.js +38532 -24087
- package/scripts/external/three-mesh-bvh.js +5370 -0
- package/scripts/external/three-old/BVHLoader.js +406 -0
- package/scripts/external/three-old/ColladaLoader.js +5519 -0
- package/scripts/external/three-old/ColladaLoader2.js +1694 -0
- package/scripts/external/three-old/CubemapToEquirectangular.js +188 -0
- package/scripts/external/three-old/DDSLoader.js +269 -0
- package/scripts/external/three-old/FBXLoader-mine.js +5063 -0
- package/scripts/external/three-old/FBXLoader.js +5112 -0
- package/scripts/external/three-old/FlyControls.js +295 -0
- package/scripts/external/three-old/GLTF2Loader.js +2950 -0
- package/scripts/external/three-old/GLTFLoader.js +2213 -0
- package/scripts/external/three-old/JSONLoader.js +435 -0
- package/scripts/external/three-old/MTLLoader.js +533 -0
- package/scripts/external/three-old/OBJLoader-experimental.js +874 -0
- package/scripts/external/three-old/OBJLoader-working.js +727 -0
- package/scripts/external/three-old/OBJLoader.js +723 -0
- package/scripts/external/three-old/OBJMTLLoader.js +440 -0
- package/scripts/external/three-old/OrbitControls.js +592 -0
- package/scripts/external/three-old/PLYLoader.js +517 -0
- package/scripts/external/three-old/TransformControls.js +1100 -0
- package/scripts/external/three-old/VRMLLoader.js +1021 -0
- package/scripts/external/three-old/glTFLoader-combined.js +2513 -0
- package/scripts/external/three-old/nodethree.js +44018 -0
- package/scripts/external/three-old/render/BleachBypassShader.js +64 -0
- package/scripts/external/three-old/render/BloomPass.js +116 -0
- package/scripts/external/three-old/render/CSS3DRenderer.js +310 -0
- package/scripts/external/three-old/render/ClearPass.js +44 -0
- package/scripts/external/three-old/render/ConvolutionShader.js +101 -0
- package/scripts/external/three-old/render/CopyShader.js +46 -0
- package/scripts/external/three-old/render/EffectComposer.js +211 -0
- package/scripts/external/three-old/render/FXAAShader.js +88 -0
- package/scripts/external/three-old/render/FilmPass.js +60 -0
- package/scripts/external/three-old/render/FilmShader.js +104 -0
- package/scripts/external/three-old/render/ManualMSAARenderPass.js +168 -0
- package/scripts/external/three-old/render/MaskPass.js +97 -0
- package/scripts/external/three-old/render/OculusRenderPass.js +84 -0
- package/scripts/external/three-old/render/OculusRiftEffect.js +240 -0
- package/scripts/external/three-old/render/PortalRenderPass.js +166 -0
- package/scripts/external/three-old/render/RecordingPass.js +208 -0
- package/scripts/external/three-old/render/RenderPass.js +57 -0
- package/scripts/external/three-old/render/SSAOShader.js +259 -0
- package/scripts/external/three-old/render/SepiaShader.js +54 -0
- package/scripts/external/three-old/render/ShaderPass.js +66 -0
- package/scripts/external/three-old/render/VREffect.js +482 -0
- package/scripts/external/three-old/shimthree.js +23 -0
- package/scripts/external/three-old/stats.js +6 -0
- package/scripts/external/three-old/three-88dev.js +45004 -0
- package/scripts/external/three-old/three-backgroundoptimization.js +44432 -0
- package/scripts/external/three-old/three-updates.js +44735 -0
- package/scripts/external/three-old/three-working.js +44719 -0
- package/scripts/external/three-old/three.js +44431 -0
- package/scripts/external/three-old/threex.rendererstats.js +66 -0
- package/scripts/external/three-old/tween.js +13 -0
- package/scripts/external/webvr-polyfill-new.js +3497 -0
- package/scripts/external/webvr-polyfill-newest.js +3491 -0
- package/scripts/external/webvr-polyfill-old.js +6337 -0
- package/scripts/geometries.js +2 -2
- package/scripts/math.js +6 -6
- package/scripts/systems/admin.js +1 -1
- package/scripts/systems/controls.js +6 -4
- package/scripts/systems/physics.js +10 -10
- package/scripts/systems/render.js +58 -20
- package/scripts/systems/render2.js +38 -0
- package/scripts/things/camera.js +6 -1
- package/scripts/things/generic-trackedvectors.js +1875 -0
- package/scripts/things/generic.js +3 -4
- package/scripts/things/label2d.js +1 -1
- package/scripts/things/leapmotion.js +6 -6
- package/scripts/things/menu.js +1 -1
- package/scripts/things/player-bak.js +638 -0
- package/scripts/things/player.js +28 -10
- package/scripts/things/skysphere.js +1 -1
- package/scripts/things/terrain.js +1 -1
- package/scripts/things/text.js +1 -1
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/**
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* @author James Baicoianu / http://www.baicoianu.com/
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*/
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var vertexShaderFlip = [
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'varying vec2 vUv;',
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'void main() {',
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' vUv = vec2( uv.x, 1.0 - uv.y );',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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'}'
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].join('\n');
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THREE.RecordingPass = function ( ) {
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if ( THREE.CopyShader === undefined )
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console.error( "THREE.RecordingPass relies on THREE.CopyShader" );
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var shader = THREE.CopyShader;
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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this.material = new THREE.ShaderMaterial( {
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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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this.flipmaterial = new THREE.ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: vertexShaderFlip,
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fragmentShader: shader.fragmentShader
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} );
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var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
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this.recordtarget = new THREE.WebGLRenderTarget(640, 480, parameters);
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this.lastframe = false;
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this.recording = true;
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this.enabled = true;
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this.renderToScreen = false;
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this.needsSwap = true;
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//this.ffmpeg = new FFMPEG({scriptbase: '/scripts/engine/external/ffmpeg/', useWorker: true, quality: 'veryfast'});
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};
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THREE.RecordingPass.prototype = {
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render: function ( renderer, writeBuffer, readBuffer, delta ) {
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this.renderer = renderer;
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this.uniforms[ "tDiffuse" ].value = readBuffer;
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THREE.EffectComposer.quad.material = this.material;
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if ( this.renderToScreen ) {
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renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera );
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} else {
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renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, writeBuffer, false );
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}
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if (this.recording) {
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this.lastframe = writeBuffer;
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}
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},
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getCaptureData: function(width, height) {
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var readBuffer = this.lastframe;
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var imgdata = false;
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if (readBuffer) {
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var size = [readBuffer.width, readBuffer.height];
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var target = this.recordtarget;
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if (width && height) {
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var scale = Math.min(width / size[0], height / size[1]);
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size[0] = Math.floor(size[0] * scale);
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size[1] = Math.floor(size[1] * scale);
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}
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if (target.width != size[0] || target.height != size[1]) {
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target.setSize(size[0], size[1]);
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}
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this.uniforms[ "tDiffuse" ].value = readBuffer;
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THREE.EffectComposer.quad.material = this.flipmaterial;
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this.renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, target, false );
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var pixeldata = new Uint8Array(size[0] * size[1] * 4);
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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]);
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}
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return imgdata;
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},
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captureJPG: function(width, height) {
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return new Promise(function(resolve, reject) {
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var start = performance.now();
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var imgdata = this.getCaptureData(width, height);
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if (imgdata) {
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this.encodeImage(imgdata.data, imgdata.width, imgdata.height, 'jpg').then(function(img) {
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var end = performance.now();
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resolve({image: img, time: end - start});
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});
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} else {
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reject();
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}
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}.bind(this));
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},
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capturePNG: function(width, height) {
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return new Promise(function(resolve, reject) {
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var start = performance.now();
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var imgdata = this.getCaptureData(width, height);
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if (imgdata) {
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this.encodeImage(imgdata.data, imgdata.width, imgdata.height, 'png').then(function(img) {
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var end = performance.now();
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resolve({image: img, time: end - start});
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});
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} else {
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reject();
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}
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}.bind(this));
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},
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captureGIF: function(width, height, frames, delay) {
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return new Promise(function(resolve, reject) {
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var framepromises = [];
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for (var i = 0; i < frames; i++) {
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framepromises.push(this.scheduleGIFframe(width, height, i, delay * i));
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}
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Promise.all(framepromises).then(function(frames) {
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var start = performance.now();
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var gif = new GIF({workers: 2, quality: 10});
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for (var i = 0; i < frames.length; i++) {
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gif.addFrame(frames[i].image, {delay: (i == frames.length - 1 ? delay * 8 : delay)});
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}
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gif.on('finished', function(blob) {
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var end = performance.now();
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resolve({image: blob, time: end - start});
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});
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gif.render();
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});
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}.bind(this));
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},
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scheduleGIFframe: function(width, height, frame, delay) {
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return new Promise(function(resolve, reject) {
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setTimeout(function() {
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//console.log('get frame', frame);
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var imgdata = this.getCaptureData(width, height);
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if (imgdata) {
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resolve({frame: frame, image: imgdata});
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} else {
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reject();
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}
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}.bind(this), delay);
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}.bind(this));
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},
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captureMP4: function(width, height, fps, time) {
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var delay = 1000 / fps;
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var numframes = time * fps;
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return new Promise(function(resolve, reject) {
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var framepromises = [];
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//var ffmpeg = this.ffmpeg;
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var ffmpeg = new FFMPEG({scriptbase: '/scripts/engine/external/ffmpeg/', useWorker: true, quality: 'veryfast', fps: fps});
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for (var i = 0; i < numframes; i++) {
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var promise = this.scheduleGIFframe(width, height, i, delay * i);
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framepromises.push(promise);
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promise.then(function(framedata) {
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ffmpeg.addFrame(framedata.image);
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});
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}
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framepromises[0].then(function(f) {
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var start = performance.now();
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ffmpeg.on('finished', function(blob) {
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var end = performance.now();
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resolve({image: blob, time: end - start});
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});
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ffmpeg.render('ultrafast');
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});
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}.bind(this));
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},
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encodeImage: function(pixeldata, width, height, format) {
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return new Promise(function(resolve, reject) {
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var worker = new Worker('/scripts/vrcade/imageworker-' + format + '.js');
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worker.addEventListener('message', function(ev) {
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resolve(ev.data);
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}.bind(this));
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var workermsg = {
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width: width,
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height: height,
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format: format,
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data: pixeldata.buffer,
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timeStamp: new Date().getTime()
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};
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worker.postMessage(workermsg, [workermsg.data]);
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}.bind(this));
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}
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};
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/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
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THREE.Pass.call( this );
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this.scene = scene;
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this.camera = camera;
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this.overrideMaterial = overrideMaterial;
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this.clearColor = clearColor;
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this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
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this.clear = false;
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this.needsSwap = false;
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};
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THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.RenderPass,
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render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
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var oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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this.scene.overrideMaterial = this.overrideMaterial;
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var oldClearColor, oldClearAlpha;
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if ( this.clearColor ) {
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oldClearColor = renderer.getClearColor().getHex();
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oldClearAlpha = renderer.getClearAlpha();
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renderer.setClearColor( this.clearColor, this.clearAlpha );
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}
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renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );
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if ( this.clearColor ) {
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renderer.setClearColor( oldClearColor, oldClearAlpha );
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}
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this.scene.overrideMaterial = null;
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renderer.autoClear = oldAutoClear;
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elation.events.fire({element: this, type: 'render'});
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}
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} );
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@@ -0,0 +1,259 @@
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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+
* Screen-space ambient occlusion shader
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* - ported from
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* SSAO GLSL shader v1.2
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* assembled by Martins Upitis (martinsh) (http://devlog-martinsh.blogspot.com)
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+
* original technique is made by ArKano22 (http://www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)
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+
* - modifications
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* - modified to use RGBA packed depth texture (use clear color 1,1,1,1 for depth pass)
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* - made fog more compatible with three.js linear fog
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* - refactoring and optimizations
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*/
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+
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THREE.SSAOShader = {
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uniforms: {
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"tDiffuse": { type: "t", value: null },
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"tDepth": { type: "t", value: null },
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"size": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
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"cameraNear": { type: "f", value: 1 },
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"cameraFar": { type: "f", value: 100 },
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"fogNear": { type: "f", value: 5 },
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"fogFar": { type: "f", value: 100 },
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"fogEnabled": { type: "i", value: 0 },
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"onlyAO": { type: "i", value: 0 },
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"aoClamp": { type: "f", value: 0.3 },
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"lumInfluence": { type: "f", value: 0.9 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform float cameraNear;",
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"uniform float cameraFar;",
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"uniform float fogNear;",
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"uniform float fogFar;",
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+
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"uniform bool fogEnabled;", // attenuate AO with linear fog
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"uniform bool onlyAO;", // use only ambient occlusion pass?
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+
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"uniform vec2 size;", // texture width, height
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+
"uniform float aoClamp;", // depth clamp - reduces haloing at screen edges
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+
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"uniform float lumInfluence;", // how much luminance affects occlusion
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+
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tDepth;",
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+
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"varying vec2 vUv;",
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+
|
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68
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+
// "#define PI 3.14159265",
|
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+
"#define DL 2.399963229728653", // PI * ( 3.0 - sqrt( 5.0 ) )
|
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"#define EULER 2.718281828459045",
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+
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+
// helpers
|
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+
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"float width = size.x;", // texture width
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+
"float height = size.y;", // texture height
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+
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+
"float cameraFarPlusNear = cameraFar + cameraNear;",
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+
"float cameraFarMinusNear = cameraFar - cameraNear;",
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79
|
+
"float cameraCoef = 2.0 * cameraNear;",
|
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80
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+
|
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81
|
+
// user variables
|
|
82
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+
|
|
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
|
+
} );
|