janusweb 1.5.39 → 1.5.42

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 (243) hide show
  1. package/css/janusweb.css +3 -0
  2. package/media/assets/webui/apps/avatar/avatar.js +25 -8
  3. package/media/assets/webui/apps/buttons/buttons.js +0 -40
  4. package/media/assets/webui/apps/buttons/buttons.json +0 -1
  5. package/media/assets/webui/apps/comms/chat.html +1 -0
  6. package/media/assets/webui/apps/comms/chat_message.html +1 -1
  7. package/media/assets/webui/apps/comms/comms.html +1 -1
  8. package/media/assets/webui/apps/comms/comms.js +34 -12
  9. package/media/assets/webui/apps/comms/external/naf-shim.js +1 -1
  10. package/media/assets/webui/apps/comms/userlist.html +8 -5
  11. package/media/assets/webui/apps/comms/voip.css +20 -0
  12. package/media/assets/webui/apps/comms/voip.js +175 -6
  13. package/media/assets/webui/apps/editor/editor.js +78 -8
  14. package/media/assets/webui/apps/inventory/inventory.css +2 -1
  15. package/media/assets/webui/apps/locomotion/teleporter.js +18 -8
  16. package/media/assets/webui/apps/virtualgamepad/virtualgamepad.js +1 -1
  17. package/media/assets/webui/apps/xrmenu/xrmenu.js +10 -5
  18. package/media/lib/basis/basis_transcoder.js +8 -8
  19. package/media/lib/basis/basis_transcoder.wasm +0 -0
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  193. package/media/lib/three-icosa/brushes/ThickPaint-75b32cf0-fdd6-4d89-a64b-e2a00b247b0f/ThickPaint-75b32cf0-fdd6-4d89-a64b-e2a00b247b0f-v10.0-MainTex.png +0 -0
  194. package/media/lib/three-icosa/brushes/ThickPaint-75b32cf0-fdd6-4d89-a64b-e2a00b247b0f/ThickPaint-75b32cf0-fdd6-4d89-a64b-e2a00b247b0f-v10.0-fragment.glsl +378 -0
  195. package/media/lib/three-icosa/brushes/ThickPaint-75b32cf0-fdd6-4d89-a64b-e2a00b247b0f/ThickPaint-75b32cf0-fdd6-4d89-a64b-e2a00b247b0f-v10.0-vertex.glsl +60 -0
  196. package/media/lib/three-icosa/brushes/ThickPaint-fdf0326a-c0d1-4fed-b101-9db0ff6d071f/ThickPaint-fdf0326a-c0d1-4fed-b101-9db0ff6d071f-v10.0-BumpMap.png +0 -0
  197. package/media/lib/three-icosa/brushes/ThickPaint-fdf0326a-c0d1-4fed-b101-9db0ff6d071f/ThickPaint-fdf0326a-c0d1-4fed-b101-9db0ff6d071f-v10.0-MainTex.png +0 -0
  198. package/media/lib/three-icosa/brushes/ThickPaint-fdf0326a-c0d1-4fed-b101-9db0ff6d071f/ThickPaint-fdf0326a-c0d1-4fed-b101-9db0ff6d071f-v10.0-fragment.glsl +380 -0
  199. package/media/lib/three-icosa/brushes/ThickPaint-fdf0326a-c0d1-4fed-b101-9db0ff6d071f/ThickPaint-fdf0326a-c0d1-4fed-b101-9db0ff6d071f-v10.0-vertex.glsl +58 -0
  200. package/media/lib/three-icosa/brushes/Toon-4391385a-df73-4396-9e33-31e4e4930b27/Toon-4391385a-df73-4396-9e33-31e4e4930b27-v10.0-fragment.glsl +85 -0
  201. package/media/lib/three-icosa/brushes/Toon-4391385a-df73-4396-9e33-31e4e4930b27/Toon-4391385a-df73-4396-9e33-31e4e4930b27-v10.0-vertex.glsl +60 -0
  202. package/media/lib/three-icosa/brushes/UnlitHull-a8fea537-da7c-4d4b-817f-24f074725d6d/UnlitHull-a8fea537-da7c-4d4b-817f-24f074725d6d-v10.0-fragment.glsl +81 -0
  203. package/media/lib/three-icosa/brushes/UnlitHull-a8fea537-da7c-4d4b-817f-24f074725d6d/UnlitHull-a8fea537-da7c-4d4b-817f-24f074725d6d-v10.0-vertex.glsl +60 -0
  204. package/media/lib/three-icosa/brushes/VelvetInk-d229d335-c334-495a-a801-660ac8a87360/VelvetInk-d229d335-c334-495a-a801-660ac8a87360-v10.0-MainTex.png +0 -0
  205. package/media/lib/three-icosa/brushes/VelvetInk-d229d335-c334-495a-a801-660ac8a87360/VelvetInk-d229d335-c334-495a-a801-660ac8a87360-v10.0-fragment.glsl +80 -0
  206. package/media/lib/three-icosa/brushes/VelvetInk-d229d335-c334-495a-a801-660ac8a87360/VelvetInk-d229d335-c334-495a-a801-660ac8a87360-v10.0-vertex.glsl +60 -0
  207. package/media/lib/three-icosa/brushes/Waveform-10201aa3-ebc2-42d8-84b7-2e63f6eeb8ab/Waveform-10201aa3-ebc2-42d8-84b7-2e63f6eeb8ab-v10.0-MainTex.png +0 -0
  208. package/media/lib/three-icosa/brushes/Waveform-10201aa3-ebc2-42d8-84b7-2e63f6eeb8ab/Waveform-10201aa3-ebc2-42d8-84b7-2e63f6eeb8ab-v10.0-fragment.glsl +82 -0
  209. package/media/lib/three-icosa/brushes/Waveform-10201aa3-ebc2-42d8-84b7-2e63f6eeb8ab/Waveform-10201aa3-ebc2-42d8-84b7-2e63f6eeb8ab-v10.0-vertex.glsl +55 -0
  210. package/media/lib/three-icosa/brushes/WetPaint-b67c0e81-ce6d-40a8-aeb0-ef036b081aa3/WetPaint-b67c0e81-ce6d-40a8-aeb0-ef036b081aa3-v10.0-BumpMap.png +0 -0
  211. package/media/lib/three-icosa/brushes/WetPaint-b67c0e81-ce6d-40a8-aeb0-ef036b081aa3/WetPaint-b67c0e81-ce6d-40a8-aeb0-ef036b081aa3-v10.0-MainTex.png +0 -0
  212. package/media/lib/three-icosa/brushes/WetPaint-b67c0e81-ce6d-40a8-aeb0-ef036b081aa3/WetPaint-b67c0e81-ce6d-40a8-aeb0-ef036b081aa3-v10.0-fragment.glsl +376 -0
  213. package/media/lib/three-icosa/brushes/WetPaint-b67c0e81-ce6d-40a8-aeb0-ef036b081aa3/WetPaint-b67c0e81-ce6d-40a8-aeb0-ef036b081aa3-v10.0-vertex.glsl +60 -0
  214. package/media/lib/three-icosa/brushes/WetPaint-dea67637-cd1a-27e4-c9b1-52f4bbcb84e5/WetPaint-dea67637-cd1a-27e4-c9b1-52f4bbcb84e5-v10.0-BumpMap.png +0 -0
  215. package/media/lib/three-icosa/brushes/WetPaint-dea67637-cd1a-27e4-c9b1-52f4bbcb84e5/WetPaint-dea67637-cd1a-27e4-c9b1-52f4bbcb84e5-v10.0-MainTex.png +0 -0
  216. package/media/lib/three-icosa/brushes/WetPaint-dea67637-cd1a-27e4-c9b1-52f4bbcb84e5/WetPaint-dea67637-cd1a-27e4-c9b1-52f4bbcb84e5-v10.0-fragment.glsl +313 -0
  217. package/media/lib/three-icosa/brushes/WetPaint-dea67637-cd1a-27e4-c9b1-52f4bbcb84e5/WetPaint-dea67637-cd1a-27e4-c9b1-52f4bbcb84e5-v10.0-vertex.glsl +58 -0
  218. package/media/lib/three-icosa/brushes/WigglyGraphite-5347acf0-a8e2-47b6-8346-30c70719d763/WigglyGraphite-5347acf0-a8e2-47b6-8346-30c70719d763-v10.0-MainTex.png +0 -0
  219. package/media/lib/three-icosa/brushes/WigglyGraphite-5347acf0-a8e2-47b6-8346-30c70719d763/WigglyGraphite-5347acf0-a8e2-47b6-8346-30c70719d763-v10.0-fragment.glsl +377 -0
  220. package/media/lib/three-icosa/brushes/WigglyGraphite-5347acf0-a8e2-47b6-8346-30c70719d763/WigglyGraphite-5347acf0-a8e2-47b6-8346-30c70719d763-v10.0-vertex.glsl +60 -0
  221. package/media/lib/three-icosa/brushes/WigglyGraphite-e814fef1-97fd-7194-4a2f-50c2bb918be2/WigglyGraphite-e814fef1-97fd-7194-4a2f-50c2bb918be2-v10.0-MainTex.png +0 -0
  222. package/media/lib/three-icosa/brushes/WigglyGraphite-e814fef1-97fd-7194-4a2f-50c2bb918be2/WigglyGraphite-e814fef1-97fd-7194-4a2f-50c2bb918be2-v10.0-fragment.glsl +107 -0
  223. package/media/lib/three-icosa/brushes/WigglyGraphite-e814fef1-97fd-7194-4a2f-50c2bb918be2/WigglyGraphite-e814fef1-97fd-7194-4a2f-50c2bb918be2-v10.0-vertex.glsl +58 -0
  224. package/media/lib/three-icosa/brushes/Wire-4391385a-cf83-4396-9e33-31e4e4930b27/Wire-4391385a-cf83-4396-9e33-31e4e4930b27-v10.0-fragment.glsl +75 -0
  225. package/media/lib/three-icosa/brushes/Wire-4391385a-cf83-4396-9e33-31e4e4930b27/Wire-4391385a-cf83-4396-9e33-31e4e4930b27-v10.0-vertex.glsl +60 -0
  226. package/media/manifest.json +1 -1
  227. package/package.json +1 -1
  228. package/scripts/client.js +19 -2
  229. package/scripts/elements/outliner.js +176 -0
  230. package/scripts/external/JanusFireboxParser.js +2 -1
  231. package/scripts/janusbase.js +3 -2
  232. package/scripts/janusghost.js +32 -10
  233. package/scripts/janusparticle.js +5 -2
  234. package/scripts/janusplayer.js +121 -84
  235. package/scripts/janusweb.js +8 -4
  236. package/scripts/janusxrplayer.js +49 -7
  237. package/scripts/multiplayermanager.js +4 -0
  238. package/scripts/object.js +21 -9
  239. package/scripts/room.js +24 -10
  240. package/scripts/sound.js +8 -3
  241. package/scripts/text.js +2 -0
  242. package/scripts/tracking.js +1 -1
  243. package/scripts/ui/main.js +6 -2
@@ -0,0 +1,60 @@
1
+ #version 300 es
2
+ // Copyright 2020 The Tilt Brush Authors
3
+ // Updated to OpenGL ES 3.0 by the Icosa Gallery Authors
4
+ //
5
+ // Licensed under the Apache License, Version 2.0 (the "License");
6
+ // you may not use this file except in compliance with the License.
7
+ // You may obtain a copy of the License at
8
+ //
9
+ // http://www.apache.org/licenses/LICENSE-2.0
10
+ //
11
+ // Unless required by applicable law or agreed to in writing, software
12
+ // distributed under the License is distributed on an "AS IS" BASIS,
13
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14
+ // See the License for the specific language governing permissions and
15
+ // limitations under the License.
16
+
17
+ // Copyright 2020 The Tilt Brush Authors
18
+ //
19
+ // Licensed under the Apache License, Version 2.0 (the "License");
20
+ // you may not use this file except in compliance with the License.
21
+ // You may obtain a copy of the License at
22
+ //
23
+ // http://www.apache.org/licenses/LICENSE-2.0
24
+ //
25
+ // Unless required by applicable law or agreed to in writing, software
26
+ // distributed under the License is distributed on an "AS IS" BASIS,
27
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
28
+ // See the License for the specific language governing permissions and
29
+ // limitations under the License.
30
+
31
+ // DefaultVS.glsl
32
+ in vec4 a_position;
33
+ in vec3 a_normal;
34
+ in vec4 a_color;
35
+ in vec2 a_texcoord0;
36
+
37
+ out vec4 v_color;
38
+ out vec3 v_normal; // Camera-space normal.
39
+ out vec3 v_position; // Camera-space position.
40
+ out vec2 v_texcoord0;
41
+ out vec3 v_light_dir_0; // Camera-space light direction, main light.
42
+ out vec3 v_light_dir_1; // Camera-space light direction, other light.
43
+ out float f_fog_coord;
44
+
45
+ uniform mat4 modelViewMatrix;
46
+ uniform mat4 projectionMatrix;
47
+ uniform mat3 normalMatrix;
48
+ uniform mat4 u_SceneLight_0_matrix;
49
+ uniform mat4 u_SceneLight_1_matrix;
50
+
51
+ void main() {
52
+ gl_Position = projectionMatrix * modelViewMatrix * a_position;
53
+ f_fog_coord = gl_Position.z;
54
+ v_normal = normalMatrix * a_normal;
55
+ v_position = (modelViewMatrix * a_position).xyz;
56
+ v_light_dir_0 = mat3(u_SceneLight_0_matrix) * vec3(0, 0, 1);
57
+ v_light_dir_1 = mat3(u_SceneLight_1_matrix) * vec3(0, 0, 1);
58
+ v_color = a_color;
59
+ v_texcoord0 = a_texcoord0;
60
+ }
@@ -0,0 +1,31 @@
1
+ #version 300 es
2
+ // Copyright 2020 The Tilt Brush Authors
3
+ // Updated to OpenGL ES 3.0 by the Icosa Gallery Authors
4
+ //
5
+ // Licensed under the Apache License, Version 2.0 (the "License");
6
+ // you may not use this file except in compliance with the License.
7
+ // You may obtain a copy of the License at
8
+ //
9
+ // http://www.apache.org/licenses/LICENSE-2.0
10
+ //
11
+ // Unless required by applicable law or agreed to in writing, software
12
+ // distributed under the License is distributed on an "AS IS" BASIS,
13
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14
+ // See the License for the specific language governing permissions and
15
+ // limitations under the License.
16
+
17
+ precision mediump float;
18
+
19
+ out vec4 fragColor;
20
+
21
+ in vec4 v_color;
22
+ in vec2 v_texcoord0;
23
+ uniform sampler2D u_MainTex;
24
+ uniform vec4 u_TintColor;
25
+ uniform float u_EmissionGain;
26
+
27
+ void main() {
28
+
29
+ vec4 color = v_color * texture(u_MainTex, v_texcoord0);
30
+ fragColor = vec4(color.rgb * color.a, 1.0);
31
+ }
@@ -0,0 +1,128 @@
1
+ #version 300 es
2
+ // Copyright 2020 The Tilt Brush Authors
3
+ // Updated to OpenGL ES 3.0 by the Icosa Gallery Authors
4
+ //
5
+ // Licensed under the Apache License, Version 2.0 (the "License");
6
+ // you may not use this file except in compliance with the License.
7
+ // You may obtain a copy of the License at
8
+ //
9
+ // http://www.apache.org/licenses/LICENSE-2.0
10
+ //
11
+ // Unless required by applicable law or agreed to in writing, software
12
+ // distributed under the License is distributed on an "AS IS" BASIS,
13
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14
+ // See the License for the specific language governing permissions and
15
+ // limitations under the License.
16
+
17
+ // Default shader for GlTF web preview.
18
+ //
19
+ // This shader is used as a fall-back when a brush-specific shader is
20
+ // unavailable.
21
+
22
+ in vec4 a_position;
23
+ in vec3 a_normal;
24
+ in vec4 a_color;
25
+ in vec4 a_texcoord0;
26
+ in vec4 a_texcoord1;
27
+
28
+ out vec4 v_color;
29
+ out vec3 v_normal; // Camera-space normal.
30
+ out vec3 v_position; // Camera-space position.
31
+ out vec2 v_texcoord0;
32
+
33
+ uniform mat4 viewMatrix;
34
+ uniform mat4 modelMatrix;
35
+ uniform mat4 modelViewMatrix;
36
+ uniform mat4 projectionMatrix;
37
+ uniform mat3 normalMatrix;
38
+
39
+ uniform vec4 u_time;
40
+ uniform float u_SparkleRate;
41
+
42
+ // Copyright 2020 The Tilt Brush Authors
43
+ //
44
+ // Licensed under the Apache License, Version 2.0 (the "License");
45
+ // you may not use this file except in compliance with the License.
46
+ // You may obtain a copy of the License at
47
+ //
48
+ // http://www.apache.org/licenses/LICENSE-2.0
49
+ //
50
+ // Unless required by applicable law or agreed to in writing, software
51
+ // distributed under the License is distributed on an "AS IS" BASIS,
52
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
53
+ // See the License for the specific language governing permissions and
54
+ // limitations under the License.
55
+
56
+ const float kRecipSquareRootOfTwo = 0.70710678;
57
+
58
+ // Given a centerpoint, up and right vectors, the particle rotation and vertex index,
59
+ // This will create the appropriate position of a quad that faces the camera.
60
+ vec3 recreateCorner(vec3 center, float corner, float rotation, float size) {
61
+ float c = cos(rotation);
62
+ float s = sin(rotation);
63
+
64
+ // Basis in camera space, which is well known.
65
+ vec3 up = vec3(s, c, 0);
66
+ vec3 right = vec3(c, -s, 0);
67
+
68
+ // Corner diagram:
69
+ //
70
+ // 2 . . . 3
71
+ // . | .
72
+ // . - c - < --- center
73
+ // . | .
74
+ // 0 . . . 1
75
+ //
76
+ // The top corners are corners 2 & 3
77
+ float fUp = float(corner == 0. || corner == 1.) * 2.0 - 1.0;
78
+
79
+ // The corners to the right are corners 1 & 3
80
+ float fRight = float(corner == 0. || corner == 2.) * 2.0 - 1.0;
81
+
82
+ center = (modelViewMatrix * vec4(center, 1.0)).xyz;
83
+ center += fRight * right * size;
84
+ center += fUp * up * size;
85
+ return (inverse(modelViewMatrix) * vec4(center, 1.0)).xyz;
86
+ }
87
+
88
+ // Adjusts the vertex of a quad to make a camera-facing quad. Also optionally scales the particle if
89
+ // the particle is in the preview brush.
90
+ vec4 PositionParticle(
91
+ float vertexId,
92
+ vec4 vertexPos,
93
+ vec3 center,
94
+ float rotation) {
95
+
96
+ float corner = mod(vertexId, 4.0);
97
+ float size = length(vertexPos.xyz - center) * kRecipSquareRootOfTwo;
98
+
99
+ // Gets the scale from the model matrix
100
+ float scale = modelMatrix[1][1];
101
+ vec3 newCorner = recreateCorner(center, corner, rotation, size * scale);
102
+
103
+ return vec4(newCorner.x, newCorner.y, newCorner.z, 1);
104
+ }
105
+
106
+ // Returns the particle position for this vertex, untransformed, in local/object space.
107
+ vec4 GetParticlePositionLS() {
108
+ return PositionParticle(float(gl_VertexID), a_position, a_normal, a_texcoord0.z);
109
+ }
110
+ // ---------------------------------------------------------------------------------------------- //
111
+ // ---------------------------------------------------------------------------------------------- //
112
+
113
+ void main() {
114
+ vec4 pos = GetParticlePositionLS();
115
+
116
+ gl_Position = projectionMatrix * modelViewMatrix * pos;
117
+ v_normal = normalMatrix * a_normal;
118
+ v_position = (modelViewMatrix * pos).xyz;
119
+ v_texcoord0 = a_texcoord0.xy;
120
+
121
+
122
+ float PI = 3.14159265359;
123
+ float phase = a_color.a * (2.0 * PI);
124
+ float brightness = 800.0 * pow(abs(sin(u_time.y * u_SparkleRate + phase)), 20.0);
125
+ v_color.rgb = a_color.rgb * brightness;
126
+ v_color.a = 1.0;
127
+
128
+ }
@@ -0,0 +1,63 @@
1
+ #version 300 es
2
+ // Copyright 2020 The Tilt Brush Authors
3
+ // Updated to OpenGL ES 3.0 by the Icosa Gallery Authors
4
+ //
5
+ // Licensed under the Apache License, Version 2.0 (the "License");
6
+ // you may not use this file except in compliance with the License.
7
+ // You may obtain a copy of the License at
8
+ //
9
+ // http://www.apache.org/licenses/LICENSE-2.0
10
+ //
11
+ // Unless required by applicable law or agreed to in writing, software
12
+ // distributed under the License is distributed on an "AS IS" BASIS,
13
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14
+ // See the License for the specific language governing permissions and
15
+ // limitations under the License.
16
+
17
+ precision mediump float;
18
+
19
+ out vec4 fragColor;
20
+
21
+ in vec4 v_color;
22
+ in vec2 v_texcoord0;
23
+
24
+ uniform sampler2D u_MainTex;
25
+ uniform vec4 u_TintColor;
26
+ uniform float u_EmissionGain;
27
+ uniform vec4 u_time;
28
+
29
+ float rand_1_05(vec2 uv) {
30
+ float noise = (fract(sin(dot(uv,vec2(12.9898,78.233)*2.0)) * 43758.5453));
31
+ return noise;
32
+ }
33
+
34
+ void main() {
35
+ // Create parametric flowing UV's
36
+ vec2 uvs = v_texcoord0;
37
+ float row_id = floor(uvs.y * 5.0);
38
+ float row_rand = rand_1_05( vec2(row_id, row_id));
39
+ uvs.x += row_rand * 200.0;
40
+
41
+ vec2 sins = sin(uvs.x * vec2(10.0,23.0) + u_time.z * vec2(5.0,3.0));
42
+ uvs.y = 5.0 * uvs.y + dot(vec2(.05, -.05), sins);
43
+
44
+ // Scrolling UVs
45
+ uvs.x *= .5 + row_rand * .3;
46
+ uvs.x -= u_time.y * (1.0 + mod(row_id * 1.61803398875, 1.0) - 0.5);
47
+
48
+ // Sample final texture
49
+ vec4 tex = texture(u_MainTex, uvs);
50
+
51
+ // Boost hot spot in texture
52
+ tex += pow(tex, vec4(2.0,2.0,2.0,2.0)) * 55.0;
53
+
54
+ // Clean up border pixels filtering artifacts
55
+ tex *= mod(uvs.y,1.0); // top edge
56
+ tex *= mod(uvs.y,1.0); // top edge
57
+ tex *= 1.0 - mod(uvs.y,1.0); // bottom edge
58
+ tex *= 1.0 - mod(uvs.y,1.0); // bottom edg
59
+
60
+ vec4 color = v_color * tex * exp(u_EmissionGain * 5.0);
61
+ fragColor = vec4(color.rgb * color.a,1.0);
62
+
63
+ }
@@ -0,0 +1,60 @@
1
+ #version 300 es
2
+ // Copyright 2020 The Tilt Brush Authors
3
+ // Updated to OpenGL ES 3.0 by the Icosa Gallery Authors
4
+ //
5
+ // Licensed under the Apache License, Version 2.0 (the "License");
6
+ // you may not use this file except in compliance with the License.
7
+ // You may obtain a copy of the License at
8
+ //
9
+ // http://www.apache.org/licenses/LICENSE-2.0
10
+ //
11
+ // Unless required by applicable law or agreed to in writing, software
12
+ // distributed under the License is distributed on an "AS IS" BASIS,
13
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14
+ // See the License for the specific language governing permissions and
15
+ // limitations under the License.
16
+
17
+ // Copyright 2020 The Tilt Brush Authors
18
+ //
19
+ // Licensed under the Apache License, Version 2.0 (the "License");
20
+ // you may not use this file except in compliance with the License.
21
+ // You may obtain a copy of the License at
22
+ //
23
+ // http://www.apache.org/licenses/LICENSE-2.0
24
+ //
25
+ // Unless required by applicable law or agreed to in writing, software
26
+ // distributed under the License is distributed on an "AS IS" BASIS,
27
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
28
+ // See the License for the specific language governing permissions and
29
+ // limitations under the License.
30
+
31
+ // DefaultVS.glsl
32
+ in vec4 a_position;
33
+ in vec3 a_normal;
34
+ in vec4 a_color;
35
+ in vec2 a_texcoord0;
36
+
37
+ out vec4 v_color;
38
+ out vec3 v_normal; // Camera-space normal.
39
+ out vec3 v_position; // Camera-space position.
40
+ out vec2 v_texcoord0;
41
+ out vec3 v_light_dir_0; // Camera-space light direction, main light.
42
+ out vec3 v_light_dir_1; // Camera-space light direction, other light.
43
+ out float f_fog_coord;
44
+
45
+ uniform mat4 modelViewMatrix;
46
+ uniform mat4 projectionMatrix;
47
+ uniform mat3 normalMatrix;
48
+ uniform mat4 u_SceneLight_0_matrix;
49
+ uniform mat4 u_SceneLight_1_matrix;
50
+
51
+ void main() {
52
+ gl_Position = projectionMatrix * modelViewMatrix * a_position;
53
+ f_fog_coord = gl_Position.z;
54
+ v_normal = normalMatrix * a_normal;
55
+ v_position = (modelViewMatrix * a_position).xyz;
56
+ v_light_dir_0 = mat3(u_SceneLight_0_matrix) * vec3(0, 0, 1);
57
+ v_light_dir_1 = mat3(u_SceneLight_1_matrix) * vec3(0, 0, 1);
58
+ v_color = a_color;
59
+ v_texcoord0 = a_texcoord0;
60
+ }
@@ -0,0 +1,113 @@
1
+ #version 300 es
2
+ // Copyright 2020 The Tilt Brush Authors
3
+ // Updated to OpenGL ES 3.0 by the Icosa Gallery Authors
4
+
5
+ #define TB_ALPHA_CUTOFF 0.5
6
+ #define TB_HAS_ALPHA_CUTOFF 1
7
+ // Copyright 2020 The Tilt Brush Authors
8
+ //
9
+ // Licensed under the Apache License, Version 2.0 (the "License");
10
+ // you may not use this file except in compliance with the License.
11
+ // You may obtain a copy of the License at
12
+ //
13
+ // http://www.apache.org/licenses/LICENSE-2.0
14
+ //
15
+ // Unless required by applicable law or agreed to in writing, software
16
+ // distributed under the License is distributed on an "AS IS" BASIS,
17
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
18
+ // See the License for the specific language governing permissions and
19
+ // limitations under the License.
20
+
21
+ // Copyright 2020 The Tilt Brush Authors
22
+ //
23
+ // Licensed under the Apache License, Version 2.0 (the "License");
24
+ // you may not use this file except in compliance with the License.
25
+ // You may obtain a copy of the License at
26
+ //
27
+ // http://www.apache.org/licenses/LICENSE-2.0
28
+ //
29
+ // Unless required by applicable law or agreed to in writing, software
30
+ // distributed under the License is distributed on an "AS IS" BASIS,
31
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
32
+ // See the License for the specific language governing permissions and
33
+ // limitations under the License.
34
+
35
+ // Unlit.glsl
36
+ precision mediump float;
37
+
38
+ out vec4 fragColor;
39
+
40
+ in vec4 v_color;
41
+ in vec2 v_texcoord0;
42
+ in vec3 v_position;
43
+
44
+ #if TB_HAS_ALPHA_CUTOFF
45
+ uniform sampler2D u_MainTex;
46
+ #endif
47
+
48
+ // Copyright 2020 The Tilt Brush Authors
49
+ //
50
+ // Licensed under the Apache License, Version 2.0 (the "License");
51
+ // you may not use this file except in compliance with the License.
52
+ // You may obtain a copy of the License at
53
+ //
54
+ // http://www.apache.org/licenses/LICENSE-2.0
55
+ //
56
+ // Unless required by applicable law or agreed to in writing, software
57
+ // distributed under the License is distributed on an "AS IS" BASIS,
58
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
59
+ // See the License for the specific language governing permissions and
60
+ // limitations under the License.
61
+
62
+ // Fogging support
63
+ uniform vec3 u_fogColor;
64
+ uniform float u_fogDensity;
65
+ in float f_fog_coord;
66
+
67
+ // This fog function emulates the exponential fog used in Tilt Brush
68
+ //
69
+ // Details:
70
+ // * For exponential fog, Unity defines u_density = density / ln(2) on the CPU, sp that they can
71
+ // convert the base from e to 2 and use exp2 rather than exp. We might as well do the same.
72
+ // * The fog on Plya does not precisely match that in Unity, though it's very close. Two known
73
+ // reasons for this are
74
+ // 1) Clipping plans on Poly are different than in Tilt Brush. Poly is .1:2000, Tilt
75
+ // Brush is .5:10000.
76
+ // 2) Poly applies post processing (vignettes, etc...) that can subtly change the look
77
+ // of the fog.
78
+ // * Finally, Tilt Brush uses "decimeters" for legacy reasons.
79
+ // In order to convert Density values from TB to Poly, we multiply by 10.0 in order to
80
+ // convert decimeters to meters.
81
+ //
82
+
83
+ vec3 ApplyFog(vec3 color) {
84
+ // Per the top comment, we must modify the density value by Unity's ln(2) modification as well as
85
+ // a decimeter conversion
86
+ float density = (u_fogDensity / .693147) * 10.;
87
+
88
+ // This exponential fog function is copied directly from unity (see UnityCG.inc).
89
+ float fogFactor = f_fog_coord * density;
90
+ fogFactor = exp2(-fogFactor);
91
+ fogFactor = clamp( fogFactor, 0.0, 1.0 );
92
+ return mix(u_fogColor, color.xyz, fogFactor);
93
+ }
94
+
95
+ vec3 computeLighting() {
96
+ return v_color.rgb;
97
+ }
98
+
99
+ void main() {
100
+ #if TB_HAS_ALPHA_CUTOFF
101
+ const float alpha_threshold = TB_ALPHA_CUTOFF;
102
+ float brush_mask = texture(u_MainTex, v_texcoord0).w;
103
+ if (brush_mask > alpha_threshold) {
104
+ fragColor.rgb = ApplyFog(computeLighting());
105
+ fragColor.a = 1.0;
106
+ } else {
107
+ discard;
108
+ }
109
+ #else
110
+ fragColor.rgb = ApplyFog(computeLighting());
111
+ fragColor.a = 1.0;
112
+ #endif
113
+ }
@@ -0,0 +1,62 @@
1
+ #version 300 es
2
+ // Copyright 2020 The Tilt Brush Authors
3
+ // Updated to OpenGL ES 3.0 by the Icosa Gallery Authors
4
+
5
+ // Copyright 2020 The Tilt Brush Authors
6
+ //
7
+ // Licensed under the Apache License, Version 2.0 (the "License");
8
+ // you may not use this file except in compliance with the License.
9
+ // You may obtain a copy of the License at
10
+ //
11
+ // http://www.apache.org/licenses/LICENSE-2.0
12
+ //
13
+ // Unless required by applicable law or agreed to in writing, software
14
+ // distributed under the License is distributed on an "AS IS" BASIS,
15
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16
+ // See the License for the specific language governing permissions and
17
+ // limitations under the License.
18
+
19
+ // Copyright 2020 The Tilt Brush Authors
20
+ //
21
+ // Licensed under the Apache License, Version 2.0 (the "License");
22
+ // you may not use this file except in compliance with the License.
23
+ // You may obtain a copy of the License at
24
+ //
25
+ // http://www.apache.org/licenses/LICENSE-2.0
26
+ //
27
+ // Unless required by applicable law or agreed to in writing, software
28
+ // distributed under the License is distributed on an "AS IS" BASIS,
29
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
30
+ // See the License for the specific language governing permissions and
31
+ // limitations under the License.
32
+
33
+ // DefaultVS.glsl
34
+ in vec4 a_position;
35
+ in vec3 a_normal;
36
+ in vec4 a_color;
37
+ in vec2 a_texcoord0;
38
+
39
+ out vec4 v_color;
40
+ out vec3 v_normal; // Camera-space normal.
41
+ out vec3 v_position; // Camera-space position.
42
+ out vec2 v_texcoord0;
43
+ out vec3 v_light_dir_0; // Camera-space light direction, main light.
44
+ out vec3 v_light_dir_1; // Camera-space light direction, other light.
45
+ out float f_fog_coord;
46
+
47
+ uniform mat4 modelViewMatrix;
48
+ uniform mat4 projectionMatrix;
49
+ uniform mat3 normalMatrix;
50
+ uniform mat4 u_SceneLight_0_matrix;
51
+ uniform mat4 u_SceneLight_1_matrix;
52
+
53
+ void main() {
54
+ gl_Position = projectionMatrix * modelViewMatrix * a_position;
55
+ f_fog_coord = gl_Position.z;
56
+ v_normal = normalMatrix * a_normal;
57
+ v_position = (modelViewMatrix * a_position).xyz;
58
+ v_light_dir_0 = mat3(u_SceneLight_0_matrix) * vec3(0, 0, 1);
59
+ v_light_dir_1 = mat3(u_SceneLight_1_matrix) * vec3(0, 0, 1);
60
+ v_color = a_color;
61
+ v_texcoord0 = a_texcoord0;
62
+ }