ohzi-core 6.4.0 → 6.5.2
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/README.md +9 -9
- package/build/index.module.js +1 -1
- package/build/index.module.js.map +1 -1
- package/package.json +51 -51
- package/src/.vscode/settings.json +2 -2
- package/src/BaseApplication.js +23 -23
- package/src/Browser.js +79 -79
- package/src/CameraManager.js +19 -19
- package/src/Capabilities.js +11 -11
- package/src/Configuration.js +22 -22
- package/src/CustomBezierCurve.js +44 -44
- package/src/Debug.js +260 -260
- package/src/EventManager.js +150 -150
- package/src/Graphics.js +330 -330
- package/src/Initializer.js +57 -57
- package/src/Input.js +24 -21
- package/src/KeyboardInput.js +146 -128
- package/src/OS.js +58 -58
- package/src/OrthographicCamera.js +13 -13
- package/src/PerspectiveCamera.js +13 -13
- package/src/ReflectionPlaneContext.js +17 -17
- package/src/RenderLayers.js +28 -28
- package/src/RenderLoop.js +97 -97
- package/src/RenderOrder.js +38 -38
- package/src/ResourceContainer.js +39 -39
- package/src/SceneManager.js +44 -44
- package/src/Screen.js +69 -69
- package/src/Time.js +38 -38
- package/src/UI.js +90 -90
- package/src/action_sequencer/ActionEvent.js +15 -15
- package/src/action_sequencer/ActionInterpolator.js +23 -23
- package/src/action_sequencer/ActionSequencer.js +246 -246
- package/src/action_sequencer/NumberInterpolator.js +25 -25
- package/src/action_sequencer/VectorInterpolator.js +20 -20
- package/src/blitter_index.js +13 -13
- package/src/canvas_drawer/CanvasDrawer.js +111 -111
- package/src/canvas_drawer/MultiLineTextDrawer.js +49 -49
- package/src/canvas_drawer/SimpleTextDrawer.js +47 -47
- package/src/components/AudioClip.js +55 -55
- package/src/components/AxisHelper.js +58 -58
- package/src/components/BaseObject.js +45 -45
- package/src/components/EdgeMesh.js +151 -151
- package/src/components/GeometryEdgeVisualizer.js +45 -45
- package/src/components/Grid.js +33 -33
- package/src/components/Line.js +199 -199
- package/src/components/MultiLinePath.js +19 -19
- package/src/components/MultiLineText2D.js +62 -62
- package/src/components/ObjectAxis.js +20 -20
- package/src/components/ObjectOrientedBoundingBox.js +201 -201
- package/src/components/PlaneHelper.js +36 -36
- package/src/components/Shape2D.js +42 -42
- package/src/components/Shape3D.js +38 -38
- package/src/components/Text2D.js +39 -39
- package/src/components/UIElement.js +208 -208
- package/src/components/UpdatableMaterialMesh.js +16 -16
- package/src/components/WorldImage.js +91 -91
- package/src/components/mouse_interactors/ObjectRotator.js +61 -61
- package/src/components/sdf_text/SDFText.js +154 -154
- package/src/components/sdf_text/SDFTextBatch.js +193 -193
- package/src/components/sdf_text/TextGlyph.js +15 -15
- package/src/data_textures/CustomDataTexture.js +51 -51
- package/src/data_textures/RGBADataTexture.js +12 -12
- package/src/data_textures/RGBAFloatDataTexture.js +12 -12
- package/src/data_textures/RGBDataTexture.js +12 -12
- package/src/data_textures/RGBFloatDataTexture.js +12 -12
- package/src/editor/ManipulatorHandle.js +70 -70
- package/src/editor/ObjectEditor.js +66 -66
- package/src/editor/ObjectManipulator.js +118 -118
- package/src/editor/ObjectPicker.js +75 -75
- package/src/editor/shaders/object_picker.frag +5 -5
- package/src/editor/shaders/object_picker.vert +7 -7
- package/src/gpu_particles/GPUParticleSystem.js +87 -87
- package/src/gpu_particles/ParticleAttribute.js +83 -83
- package/src/gpu_particles/ParticlePositionAttribute.js +20 -20
- package/src/html_utilities/CSSAnimator.js +64 -64
- package/src/html_utilities/css_animator_states/Animating.js +45 -45
- package/src/html_utilities/css_animator_states/Idle.js +25 -25
- package/src/index.js +211 -211
- package/src/materials/AddMaterial.js +17 -17
- package/src/materials/AlphaFilterMaterial.js +20 -20
- package/src/materials/BaseShaderMaterial.js +19 -19
- package/src/materials/BlitMaterial.js +28 -28
- package/src/materials/BloomComposeMaterial.js +22 -22
- package/src/materials/BoxBlurMaterial.js +13 -13
- package/src/materials/ClearAlphaMaterial.js +13 -13
- package/src/materials/ClearColorMaterial.js +31 -31
- package/src/materials/ClearDepthNormalMaterial.js +13 -13
- package/src/materials/DeferredRendererComposeMaterial.js +32 -32
- package/src/materials/DepthNormalMaterial.js +28 -28
- package/src/materials/DisplayNormalTextureMaterial.js +15 -15
- package/src/materials/DualFilteringBlurMaterial.js +11 -11
- package/src/materials/FXAAMaterial.js +10 -10
- package/src/materials/GaussianBlurMaterial.js +28 -28
- package/src/materials/LuminosityHighPassMaterial.js +15 -15
- package/src/materials/MedianFilterMaterial.js +42 -42
- package/src/materials/NormalMaterial.js +17 -17
- package/src/materials/SDFScreenTextMaterial.js +31 -31
- package/src/materials/SDFTextMaterial.js +37 -37
- package/src/materials/SSAOComposeMaterial.js +11 -11
- package/src/materials/SSAOMaterial.js +66 -66
- package/src/materials/ScreenSpaceTextureMaterial.js +65 -65
- package/src/materials/UIElementMaterial.js +25 -25
- package/src/materials/UnrealBloomComposeMaterial.js +95 -95
- package/src/materials/UnrealBlurMaterial.js +17 -17
- package/src/materials/UnrealComposeMaterial.js +24 -24
- package/src/materials/ViewPositionMaterial.js +17 -17
- package/src/materials/deferred/DeferredPointLightMaterial.js +39 -39
- package/src/materials/gpu_particles/AttributeUpdateMaterial.js +33 -33
- package/src/materials/gpu_particles/BasicParticleMaterial.js +23 -23
- package/src/materials/gpu_particles/ParticleStorageMaterial.js +27 -27
- package/src/materials/gpu_particles/PositionStorageMaterial.js +10 -10
- package/src/object_pool/Pool.js +73 -73
- package/src/primitives/Arrow.js +57 -57
- package/src/primitives/Cube.js +17 -17
- package/src/primitives/HorizontalPlane.js +18 -18
- package/src/primitives/Sphere.js +15 -15
- package/src/primitives/VerticalPlane.js +17 -17
- package/src/raycast/GroupRaycaster.js +41 -41
- package/src/raycast/PlaneDragResolver.js +89 -89
- package/src/raycast/PlaneRaycastResolver.js +22 -22
- package/src/raycast/PlaneRaycaster.js +23 -23
- package/src/raycast/RaycastResolver.js +22 -22
- package/src/raycast/SurfaceDragResolver.js +77 -77
- package/src/raycast/states/BaseState.js +16 -16
- package/src/raycast/states/IdleState.js +17 -17
- package/src/raycast/states/OnRaycastEnter.js +15 -15
- package/src/raycast/states/OnRaycastExit.js +16 -16
- package/src/raycast/states/OnRaycastHover.js +25 -25
- package/src/render_mode/BaseRender.js +32 -32
- package/src/render_mode/BloomRender.js +60 -60
- package/src/render_mode/DebugNormalsRender.js +20 -20
- package/src/render_mode/DeferredRender.js +112 -112
- package/src/render_mode/NormalAORender.js +71 -71
- package/src/render_mode/NormalRender.js +36 -36
- package/src/render_mode/OutlineRender.js +154 -154
- package/src/render_mode/PlanarReflectionsRender.js +118 -118
- package/src/render_mode/TransparencyMixRender.js +143 -143
- package/src/render_mode/UnrealBloomRender.js +109 -109
- package/src/render_utilities/Blitter.js +99 -99
- package/src/render_utilities/Blurrer.js +29 -29
- package/src/render_utilities/DepthAndNormalsRenderer.js +45 -45
- package/src/render_utilities/DualFilteringBlurrer.js +56 -56
- package/src/render_utilities/GaussianBlurrer.js +146 -146
- package/src/render_utilities/MedianFilter.js +66 -66
- package/src/render_utilities/ViewPositionRenderer.js +48 -48
- package/src/resource_loader/BasisLoader.js +42 -42
- package/src/resource_loader/FontLoader.js +39 -39
- package/src/resource_loader/JSONLoader.js +40 -40
- package/src/resource_loader/OBJLoader.js +39 -39
- package/src/resource_loader/PointArrayLoader.js +63 -63
- package/src/resource_loader/RGBETextureLoader.js +42 -42
- package/src/resource_loader/VideoLoader.js +20 -20
- package/src/shaders/add/add.frag +8 -8
- package/src/shaders/anti_aliasing/fxaa.frag +71 -71
- package/src/shaders/basic_color/basic_color.frag +5 -5
- package/src/shaders/basic_color/basic_color.vert +9 -9
- package/src/shaders/basic_line/basic_line.frag +36 -36
- package/src/shaders/basic_line/basic_line.vert +36 -36
- package/src/shaders/basic_texture/basic_texture.frag +9 -9
- package/src/shaders/basic_texture/basic_texture.vert +16 -16
- package/src/shaders/bloom/bloom_compose_frag.glsl +22 -22
- package/src/shaders/bloom/cheap_bloom_compose_frag.glsl +13 -13
- package/src/shaders/box_blur/box_blur.frag +24 -24
- package/src/shaders/box_blur/compose.frag +31 -31
- package/src/shaders/clear/clear_depth_normal.frag +24 -24
- package/src/shaders/copy/copy.frag +6 -6
- package/src/shaders/copy/copy.vert +5 -5
- package/src/shaders/deferred/blit_copy.vert +11 -11
- package/src/shaders/deferred/deferred_compose.frag +59 -59
- package/src/shaders/deferred/point_light.frag +66 -66
- package/src/shaders/deferred/point_light.vert +13 -13
- package/src/shaders/depth_normals/debug_normals.frag +47 -47
- package/src/shaders/depth_normals/depth_normals.frag +30 -30
- package/src/shaders/depth_normals/depth_normals.vert +12 -12
- package/src/shaders/dual_filter_blur/alpha_filter.frag +14 -14
- package/src/shaders/dual_filter_blur/downsample.frag +21 -21
- package/src/shaders/dual_filter_blur/upsample.frag +24 -24
- package/src/shaders/edge_visualizer/edge_visualizer.frag +17 -17
- package/src/shaders/edge_visualizer/edge_visualizer.vert +15 -15
- package/src/shaders/edges/corners.frag +10 -10
- package/src/shaders/edges/corners.vert +30 -30
- package/src/shaders/edges/edges.frag +6 -6
- package/src/shaders/edges/edges.vert +27 -27
- package/src/shaders/gaussian_blur/gaussian_blur.frag +24 -24
- package/src/shaders/gaussian_blur/unreal_bloom_compose.frag +24 -24
- package/src/shaders/gpu_particles/common_utils.glsl +12 -12
- package/src/shaders/gpu_particles/generic_storage.frag +7 -7
- package/src/shaders/gpu_particles/store/store_position.vert +14 -14
- package/src/shaders/gpu_particles/update/basic_update.frag +20 -20
- package/src/shaders/gpu_particles/visualize/visualize.frag +10 -10
- package/src/shaders/gpu_particles/visualize/visualize.vert +12 -12
- package/src/shaders/grid/grid.frag +16 -16
- package/src/shaders/grid/grid.vert +9 -9
- package/src/shaders/luminosity_high_pass/luminosity_high_pass.frag +22 -22
- package/src/shaders/median_filter/median_filter.frag +134 -134
- package/src/shaders/normal/normal.frag +6 -6
- package/src/shaders/normal/normal.vert +6 -6
- package/src/shaders/sdf_text/sdf_screen_text.frag +51 -51
- package/src/shaders/sdf_text/sdf_screen_text.vert +41 -41
- package/src/shaders/sdf_text/sdf_text.frag +53 -53
- package/src/shaders/sdf_text/sdf_text.vert +41 -41
- package/src/shaders/ssao/hbao.frag +264 -264
- package/src/shaders/ssao/ssao.frag +95 -95
- package/src/shaders/ssao/ssao.vert +10 -10
- package/src/shaders/ssao/ssao_compose.frag +14 -14
- package/src/shaders/transparent_mix/copy.frag +6 -6
- package/src/shaders/transparent_mix/transparent_mix.frag +18 -18
- package/src/shaders/transparent_mix/transparent_mix.vert +7 -7
- package/src/shaders/ui/ss_texture.frag +10 -10
- package/src/shaders/ui/ss_texture.vert +31 -31
- package/src/shaders/ui/ws_texture.vert +38 -38
- package/src/shaders/ui_element/ui_element.frag +11 -11
- package/src/shaders/ui_element/ui_element.vert +32 -32
- package/src/shaders/unreal_blur/unreal_blur.frag +24 -24
- package/src/shaders/unreal_blur/unreal_compose.frag +23 -23
- package/src/shaders/write_view_position/write_view_position.frag +6 -6
- package/src/shaders/write_view_position/write_view_position.vert +8 -8
- package/src/static_batcher/BatchedMesh.js +54 -54
- package/src/static_batcher/GeometryBatch.js +312 -312
- package/src/static_batcher/GeometryBatcher.js +63 -63
- package/src/static_batcher/MeshBatcher.js +56 -56
- package/src/ui/ui_element_position/ScreenSpacePosition.js +14 -14
- package/src/ui/ui_element_position/WorldSpacePosition.js +21 -21
- package/src/ui/ui_element_state/OnIdle.js +17 -17
- package/src/ui/ui_element_state/OnMouseEnter.js +26 -26
- package/src/ui/ui_element_state/OnMouseExit.js +15 -15
- package/src/ui/ui_element_state/OnMouseHover.js +31 -31
- package/src/ui/ui_element_state/UIElementState.js +18 -18
- package/src/utilities/ArrayUtilities.js +55 -55
- package/src/utilities/CameraUtilities.js +210 -210
- package/src/utilities/EasingFunctions.js +226 -226
- package/src/utilities/FrustumPointFitter.js +255 -255
- package/src/utilities/GeometryUtilities.js +74 -74
- package/src/utilities/ImageUtilities.js +26 -26
- package/src/utilities/MeshSampler.js +152 -152
- package/src/utilities/ModelUtilities.js +161 -161
- package/src/utilities/OMath.js +155 -155
- package/src/utilities/OrthographicFrustumPointFitter.js +47 -47
- package/src/utilities/PerspectiveFrustumPointFitter.js +250 -250
- package/src/utilities/StringUtilities.js +32 -32
- package/src/utilities/TimeUtilities.js +22 -22
- package/src/utilities/Validation.js +34 -34
- package/src/view_components/ApplicationView.js +60 -60
- package/src/view_components/ViewComponent.js +61 -61
- package/src/view_components/ViewComponentManager.js +68 -68
- package/src/view_components/ViewContext.js +14 -14
- package/src/view_components/ViewManager.js +147 -147
- package/src/view_components/ViewState.js +54 -54
- package/src/view_components/transition/ActionSequencerBuilder.js +106 -106
- package/src/view_components/transition/DrawIOAnimationSheet.js +90 -90
- package/src/view_components/transition/TransitionTable.js +54 -54
- package/src/view_components/transition/ViewStateTransitionHandler.js +96 -96
- package/types/BaseApplication.d.ts +8 -8
- package/types/Browser.d.ts +12 -12
- package/types/CameraManager.d.ts +8 -8
- package/types/Capabilities.d.ts +6 -6
- package/types/Configuration.d.ts +6 -6
- package/types/Debug.d.ts +38 -38
- package/types/EventManager.d.ts +42 -42
- package/types/Graphics.d.ts +35 -35
- package/types/Initializer.d.ts +4 -4
- package/types/Input.d.ts +8 -8
- package/types/OS.d.ts +18 -18
- package/types/OrthographicCamera.d.ts +5 -5
- package/types/PerspectiveCamera.d.ts +5 -5
- package/types/ReflectionPlaneContext.d.ts +6 -6
- package/types/RenderLayers.d.ts +6 -6
- package/types/RenderLoop.d.ts +13 -13
- package/types/ResourceContainer.d.ts +8 -8
- package/types/SceneManager.d.ts +10 -10
- package/types/Screen.d.ts +17 -17
- package/types/Time.d.ts +11 -11
- package/types/UI.d.ts +15 -15
- package/types/action_sequencer/ActionEvent.d.ts +6 -6
- package/types/action_sequencer/ActionInterpolator.d.ts +5 -5
- package/types/action_sequencer/ActionSequencer.d.ts +30 -30
- package/types/action_sequencer/NumberInterpolator.d.ts +8 -8
- package/types/action_sequencer/VectorInterpolator.d.ts +7 -7
- package/types/canvas_drawer/CanvasDrawer.d.ts +13 -13
- package/types/canvas_drawer/MultiLineTextDrawer.d.ts +5 -5
- package/types/canvas_drawer/SimpleTextDrawer.d.ts +5 -5
- package/types/components/AudioClip.d.ts +12 -12
- package/types/components/AxisHelper.d.ts +6 -6
- package/types/components/BaseObject.d.ts +5 -5
- package/types/components/EdgeMesh.d.ts +13 -13
- package/types/components/GeometryEdgeVisualizer.d.ts +4 -4
- package/types/components/Grid.d.ts +2 -2
- package/types/components/Line.d.ts +16 -16
- package/types/components/MultiLinePath.d.ts +4 -4
- package/types/components/MultiLineText2D.d.ts +10 -10
- package/types/components/ObjectAxis.d.ts +3 -3
- package/types/components/ObjectOrientedBoundingBox.d.ts +18 -18
- package/types/components/PlaneHelper.d.ts +6 -6
- package/types/components/Shape2D.d.ts +4 -4
- package/types/components/Shape3D.d.ts +3 -3
- package/types/components/Text2D.d.ts +13 -13
- package/types/components/UIElement.d.ts +52 -52
- package/types/components/UpdatableMaterialMesh.d.ts +4 -4
- package/types/components/WorldImage.d.ts +13 -13
- package/types/components/sdf_text/SDFText.d.ts +30 -30
- package/types/components/sdf_text/SDFTextBatch.d.ts +12 -12
- package/types/components/sdf_text/TextGlyph.d.ts +6 -6
- package/types/editor/ManipulatorHandle.d.ts +14 -14
- package/types/editor/ObjectEditor.d.ts +16 -16
- package/types/editor/ObjectManipulator.d.ts +19 -19
- package/types/editor/ObjectPicker.d.ts +16 -16
- package/types/gpu_particles/GPUParticleSystem.d.ts +12 -12
- package/types/gpu_particles/ParticleAttribute.d.ts +15 -15
- package/types/gpu_particles/ParticlePositionAttribute.d.ts +4 -4
- package/types/html_utilities/CSSAnimator.d.ts +30 -30
- package/types/html_utilities/css_animator_states/Animating.d.ts +8 -8
- package/types/html_utilities/css_animator_states/Idle.d.ts +6 -6
- package/types/index.d.ts +89 -89
- package/types/materials/AddMaterial.d.ts +5 -5
- package/types/materials/AlphaFilterMaterial.d.ts +6 -6
- package/types/materials/BaseShaderMaterial.d.ts +3 -3
- package/types/materials/BlitMaterial.d.ts +3 -3
- package/types/materials/BloomComposeMaterial.d.ts +7 -7
- package/types/materials/BoxBlurMaterial.d.ts +4 -4
- package/types/materials/ClearAlphaMaterial.d.ts +3 -3
- package/types/materials/ClearColorMaterial.d.ts +7 -7
- package/types/materials/ClearDepthNormalMaterial.d.ts +4 -4
- package/types/materials/DeferredRendererComposeMaterial.d.ts +7 -7
- package/types/materials/DepthNormalMaterial.d.ts +4 -4
- package/types/materials/DisplayNormalTextureMaterial.d.ts +4 -4
- package/types/materials/DualFilteringBlurMaterial.d.ts +4 -4
- package/types/materials/FXAAMaterial.d.ts +3 -3
- package/types/materials/GaussianBlurMaterial.d.ts +6 -6
- package/types/materials/LuminosityHighPassMaterial.d.ts +4 -4
- package/types/materials/MedianFilterMaterial.d.ts +6 -6
- package/types/materials/NormalMaterial.d.ts +2 -2
- package/types/materials/SDFScreenTextMaterial.d.ts +11 -11
- package/types/materials/SDFTextMaterial.d.ts +12 -12
- package/types/materials/SSAOComposeMaterial.d.ts +4 -4
- package/types/materials/SSAOMaterial.d.ts +6 -6
- package/types/materials/ScreenSpaceTextureMaterial.d.ts +7 -7
- package/types/materials/UIElementMaterial.d.ts +7 -7
- package/types/materials/UnrealBloomComposeMaterial.d.ts +17 -17
- package/types/materials/UnrealBlurMaterial.d.ts +4 -4
- package/types/materials/UnrealComposeMaterial.d.ts +4 -4
- package/types/materials/ViewPositionMaterial.d.ts +3 -3
- package/types/materials/deferred/DeferredPointLightMaterial.d.ts +10 -10
- package/types/materials/gpu_particles/ParticleStorageMaterial.d.ts +3 -3
- package/types/materials/gpu_particles/PositionStorageMaterial.d.ts +4 -4
- package/types/object_pool/Pool.d.ts +10 -10
- package/types/primitives/Arrow.d.ts +8 -8
- package/types/primitives/Cube.d.ts +3 -3
- package/types/primitives/HorizontalPlane.d.ts +3 -3
- package/types/primitives/Sphere.d.ts +3 -3
- package/types/primitives/VerticalPlane.d.ts +3 -3
- package/types/raycast/GroupRaycaster.d.ts +13 -13
- package/types/raycast/PlaneDragResolver.d.ts +14 -14
- package/types/raycast/PlaneRaycastResolver.d.ts +5 -5
- package/types/raycast/PlaneRaycaster.d.ts +7 -7
- package/types/raycast/RaycastResolver.d.ts +5 -5
- package/types/raycast/SurfaceDragResolver.d.ts +13 -13
- package/types/raycast/states/BaseState.d.ts +5 -5
- package/types/raycast/states/IdleState.d.ts +5 -5
- package/types/raycast/states/OnRaycastEnter.d.ts +5 -5
- package/types/raycast/states/OnRaycastExit.d.ts +4 -4
- package/types/raycast/states/OnRaycastHover.d.ts +4 -4
- package/types/render_mode/BaseRender.d.ts +7 -7
- package/types/render_mode/BloomRender.d.ts +10 -10
- package/types/render_mode/DebugNormalsRender.d.ts +4 -4
- package/types/render_mode/DeferredRender.d.ts +9 -9
- package/types/render_mode/NormalAORender.d.ts +16 -16
- package/types/render_mode/NormalRender.d.ts +4 -4
- package/types/render_mode/OutlineRender.d.ts +20 -20
- package/types/render_mode/PlanarReflectionsRender.d.ts +13 -13
- package/types/render_mode/TransparencyMixRender.d.ts +21 -21
- package/types/render_mode/UnrealBloomRender.d.ts +19 -19
- package/types/render_utilities/Blitter.d.ts +16 -16
- package/types/render_utilities/Blurrer.d.ts +9 -9
- package/types/render_utilities/DepthAndNormalsRenderer.d.ts +12 -12
- package/types/render_utilities/DualFilteringBlurrer.d.ts +19 -19
- package/types/render_utilities/GaussianBlurrer.d.ts +27 -27
- package/types/render_utilities/MedianFilter.d.ts +10 -10
- package/types/render_utilities/ViewPositionRenderer.d.ts +9 -9
- package/types/resource_loader/AbstractLoader.d.ts +18 -18
- package/types/resource_loader/AudioLoader.d.ts +8 -8
- package/types/resource_loader/BasisLoader.d.ts +6 -6
- package/types/resource_loader/CubemapLoader.d.ts +7 -7
- package/types/resource_loader/DAELoader.d.ts +6 -6
- package/types/resource_loader/DDSLoader.d.ts +6 -6
- package/types/resource_loader/FileLoader.d.ts +6 -6
- package/types/resource_loader/FontLoader.d.ts +6 -6
- package/types/resource_loader/GLTFDRACOLoader.d.ts +7 -7
- package/types/resource_loader/GLTFLoader.d.ts +5 -5
- package/types/resource_loader/HDRCubeTextureLoader.d.ts +7 -7
- package/types/resource_loader/JSONLoader.d.ts +6 -6
- package/types/resource_loader/OBJLoader.d.ts +6 -6
- package/types/resource_loader/PointArrayLoader.d.ts +7 -7
- package/types/resource_loader/RGBETextureLoader.d.ts +6 -6
- package/types/resource_loader/ResourceBatch.d.ts +13 -13
- package/types/resource_loader/SVGLoader.d.ts +6 -6
- package/types/resource_loader/TextLoader.d.ts +6 -6
- package/types/resource_loader/TextureLoader.d.ts +6 -6
- package/types/resource_loader/VideoLoader.d.ts +6 -6
- package/types/static_batcher/GeometryBatch.d.ts +37 -37
- package/types/static_batcher/GeometryBatcher.d.ts +7 -7
- package/types/ui/ui_element_position/ScreenSpacePosition.d.ts +4 -4
- package/types/ui/ui_element_position/WorldSpacePosition.d.ts +5 -5
- package/types/ui/ui_element_state/OnIdle.d.ts +5 -5
- package/types/ui/ui_element_state/OnMouseEnter.d.ts +5 -5
- package/types/ui/ui_element_state/OnMouseExit.d.ts +5 -5
- package/types/ui/ui_element_state/OnMouseHover.d.ts +5 -5
- package/types/ui/ui_element_state/UIElementState.d.ts +5 -5
- package/types/utilities/ArrayUtilities.d.ts +7 -7
- package/types/utilities/CameraUtilities.d.ts +24 -24
- package/types/utilities/EasingFunctions.d.ts +35 -35
- package/types/utilities/FrustumPointFitter.d.ts +14 -14
- package/types/utilities/GeometryUtilities.d.ts +4 -4
- package/types/utilities/ImageUtilities.d.ts +4 -4
- package/types/utilities/MeshSampler.d.ts +14 -14
- package/types/utilities/ModelUtilities.d.ts +13 -13
- package/types/utilities/OMath.d.ts +21 -21
- package/types/utilities/ObjectUtilities.d.ts +5 -5
- package/types/utilities/OrthographicFrustumPointFitter.d.ts +7 -7
- package/types/utilities/PerspectiveFrustumPointFitter.d.ts +12 -12
- package/types/utilities/StringUtilities.d.ts +5 -5
- package/types/utilities/TimeUtilities.d.ts +3 -3
- package/types/utilities/Validation.d.ts +6 -6
- package/types/view_components/ApplicationView.d.ts +11 -11
- package/types/view_components/ViewComponent.d.ts +13 -13
- package/types/view_components/ViewComponentManager.d.ts +10 -10
- package/types/view_components/ViewContext.d.ts +6 -6
- package/types/view_components/ViewManager.d.ts +24 -24
- package/types/view_components/ViewState.d.ts +15 -15
- package/types/view_components/transition/ActionSequencerBuilder.d.ts +15 -15
- package/types/view_components/transition/DrawIOAnimationSheet.d.ts +17 -17
- package/types/view_components/transition/TransitionTable.d.ts +8 -8
- package/types/view_components/transition/ViewStateTransitionHandler.d.ts +16 -16
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// FXAA shader, GLSL code adapted from:
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// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
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// Whitepaper describing the technique:
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// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
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// from: https://code.google.com/p/processing/source/browse/trunk/processing/java/libraries/opengl/examples/Shaders/FXAA/data/fxaa.glsl?r=9668
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uniform sampler2D _MainTex;
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uniform vec2 _Resolution;
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varying vec2 vUv;
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void main() {
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// The inverse of the texture dimensions along X and Y
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vec2 texcoordOffset = 1. / _Resolution;
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//varying vec4 vertColor;
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vec4 vertTexcoord = vec4( vUv, 1., 1. );
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// The parameters are hardcoded for now, but could be
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// made into uniforms to control fromt he program.
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float FXAA_SPAN_MAX = 8.0;
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float FXAA_REDUCE_MUL = 1.0/8.0;
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float FXAA_REDUCE_MIN = (1.0/128.0);
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vec3 rgbNW = texture2D(_MainTex, vertTexcoord.xy + (vec2(-1.0, -1.0) * texcoordOffset)).xyz;
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vec3 rgbNE = texture2D(_MainTex, vertTexcoord.xy + (vec2(+1.0, -1.0) * texcoordOffset)).xyz;
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vec3 rgbSW = texture2D(_MainTex, vertTexcoord.xy + (vec2(-1.0, +1.0) * texcoordOffset)).xyz;
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vec3 rgbSE = texture2D(_MainTex, vertTexcoord.xy + (vec2(+1.0, +1.0) * texcoordOffset)).xyz;
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vec3 rgbM = texture2D(_MainTex, vertTexcoord.xy).xyz;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot( rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * texcoordOffset;
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vec3 rgbA = (1.0/2.0) * (
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texture2D(_MainTex, vertTexcoord.xy + dir * (1.0/3.0 - 0.5)).xyz +
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texture2D(_MainTex, vertTexcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
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texture2D(_MainTex, vertTexcoord.xy + dir * (0.0/3.0 - 0.5)).xyz +
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texture2D(_MainTex, vertTexcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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if((lumaB < lumaMin) || (lumaB > lumaMax)){
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gl_FragColor.xyz=rgbA;
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} else {
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gl_FragColor.xyz=rgbB;
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}
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gl_FragColor.a = 1.0;
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// gl_FragColor = vec4(texture2D(_MainTex, vUv).rgb, 1.0);
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// gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0);
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//gl_FragColor *= vertColor;
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// FXAA shader, GLSL code adapted from:
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// http://horde3d.org/wiki/index.php5?title=Shading_Technique_-_FXAA
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3
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// Whitepaper describing the technique:
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// http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
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5
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// from: https://code.google.com/p/processing/source/browse/trunk/processing/java/libraries/opengl/examples/Shaders/FXAA/data/fxaa.glsl?r=9668
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uniform sampler2D _MainTex;
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uniform vec2 _Resolution;
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varying vec2 vUv;
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void main() {
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// The inverse of the texture dimensions along X and Y
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vec2 texcoordOffset = 1. / _Resolution;
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//varying vec4 vertColor;
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vec4 vertTexcoord = vec4( vUv, 1., 1. );
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// The parameters are hardcoded for now, but could be
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// made into uniforms to control fromt he program.
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float FXAA_SPAN_MAX = 8.0;
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float FXAA_REDUCE_MUL = 1.0/8.0;
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float FXAA_REDUCE_MIN = (1.0/128.0);
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vec3 rgbNW = texture2D(_MainTex, vertTexcoord.xy + (vec2(-1.0, -1.0) * texcoordOffset)).xyz;
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vec3 rgbNE = texture2D(_MainTex, vertTexcoord.xy + (vec2(+1.0, -1.0) * texcoordOffset)).xyz;
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vec3 rgbSW = texture2D(_MainTex, vertTexcoord.xy + (vec2(-1.0, +1.0) * texcoordOffset)).xyz;
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vec3 rgbSE = texture2D(_MainTex, vertTexcoord.xy + (vec2(+1.0, +1.0) * texcoordOffset)).xyz;
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vec3 rgbM = texture2D(_MainTex, vertTexcoord.xy).xyz;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot( rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * texcoordOffset;
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vec3 rgbA = (1.0/2.0) * (
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texture2D(_MainTex, vertTexcoord.xy + dir * (1.0/3.0 - 0.5)).xyz +
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texture2D(_MainTex, vertTexcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
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texture2D(_MainTex, vertTexcoord.xy + dir * (0.0/3.0 - 0.5)).xyz +
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texture2D(_MainTex, vertTexcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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if((lumaB < lumaMin) || (lumaB > lumaMax)){
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gl_FragColor.xyz=rgbA;
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} else {
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gl_FragColor.xyz=rgbB;
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}
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gl_FragColor.a = 1.0;
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// gl_FragColor = vec4(texture2D(_MainTex, vUv).rgb, 1.0);
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// gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0);
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//gl_FragColor *= vertColor;
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}
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@@ -1,6 +1,6 @@
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uniform vec3 _Color;
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void main()
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{
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gl_FragColor = vec4(_Color, 1.0);
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uniform vec3 _Color;
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void main()
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{
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gl_FragColor = vec4(_Color, 1.0);
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6
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}
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@@ -1,10 +1,10 @@
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varying vec2 vUv;
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void main()
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{
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vec3 pos = position;
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mat4 MVP = projectionMatrix * modelViewMatrix;
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gl_Position = MVP * vec4( pos, 1.0 );
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vUv = uv;
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varying vec2 vUv;
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void main()
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4
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{
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vec3 pos = position;
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mat4 MVP = projectionMatrix * modelViewMatrix;
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gl_Position = MVP * vec4( pos, 1.0 );
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vUv = uv;
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}
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@@ -1,37 +1,37 @@
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uniform float _Length;
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uniform float _ElapsedTime;
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uniform float _Thickness;
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uniform vec3 _Color;
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varying float line_coverage;
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varying float uv_u;
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float aastep(float threshold, float value) {
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#ifdef GL_OES_standard_derivatives
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float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
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return smoothstep(threshold-afwidth, threshold+afwidth, value);
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#else
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return step(threshold, value);
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#endif
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19
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}
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void main()
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22
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{
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// float y = fract(line_coverage /_Thickness - _TrueElapsedTime) ;
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// vec2 uv = vec2(uv_u, y);
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27
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// vec4 col = texture2D(_ArrowsTex,uv);
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// col.rgb *= _ForwardColor;
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// col.a = aastep(0.5, col.a);
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// gl_FragColor = col;
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33
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float u = (1.0 - abs(uv_u * 2.0 - 1.0));
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float diffuse = dot(vec2(u, u), vec2(0.0, 1.0)) * 0.5+0.5;
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35
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gl_FragColor = vec4(_Color * diffuse, 1.0);
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36
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-
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1
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uniform float _Length;
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2
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uniform float _ElapsedTime;
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3
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uniform float _Thickness;
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4
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uniform vec3 _Color;
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5
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+
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6
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varying float line_coverage;
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7
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varying float uv_u;
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9
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11
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12
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float aastep(float threshold, float value) {
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13
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#ifdef GL_OES_standard_derivatives
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14
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float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
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15
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return smoothstep(threshold-afwidth, threshold+afwidth, value);
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16
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#else
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17
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return step(threshold, value);
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18
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#endif
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19
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+
}
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20
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+
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21
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void main()
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22
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{
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23
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+
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24
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// float y = fract(line_coverage /_Thickness - _TrueElapsedTime) ;
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+
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26
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// vec2 uv = vec2(uv_u, y);
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27
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+
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28
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+
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29
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// vec4 col = texture2D(_ArrowsTex,uv);
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30
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// col.rgb *= _ForwardColor;
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31
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// col.a = aastep(0.5, col.a);
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32
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// gl_FragColor = col;
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33
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float u = (1.0 - abs(uv_u * 2.0 - 1.0));
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34
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+
float diffuse = dot(vec2(u, u), vec2(0.0, 1.0)) * 0.5+0.5;
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35
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gl_FragColor = vec4(_Color * diffuse, 1.0);
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36
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+
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37
37
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}
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@@ -1,37 +1,37 @@
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1
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uniform float _Thickness;
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2
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3
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-
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4
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attribute vec3 next_position;
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5
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attribute vec3 previous_position;
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6
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attribute float orientation;
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7
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attribute float coverage;
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8
|
-
|
|
9
|
-
varying float line_coverage;
|
|
10
|
-
varying float uv_u;
|
|
11
|
-
|
|
12
|
-
vec3 w_space_normal(vec3 from, vec3 to)
|
|
13
|
-
{
|
|
14
|
-
vec3 w_from = (modelMatrix * vec4(from, 1.0)).xyz;
|
|
15
|
-
vec3 w_to = (modelMatrix * vec4(to, 1.0)).xyz;
|
|
16
|
-
|
|
17
|
-
vec3 z = normalize(w_to - w_from);
|
|
18
|
-
return normalize(cross(z , normalize(cameraPosition - w_from)));
|
|
19
|
-
|
|
20
|
-
}
|
|
21
|
-
|
|
22
|
-
void main()
|
|
23
|
-
{
|
|
24
|
-
|
|
25
|
-
mat4 VP = projectionMatrix * viewMatrix;
|
|
26
|
-
|
|
27
|
-
vec3 pos = position;
|
|
28
|
-
vec3 normal = w_space_normal(next_position ,previous_position);
|
|
29
|
-
pos = (modelMatrix * vec4(pos, 1.0)).xyz;
|
|
30
|
-
pos += normal * (_Thickness * 0.5) * orientation;
|
|
31
|
-
|
|
32
|
-
gl_Position = VP * vec4(pos, 1.0);
|
|
33
|
-
|
|
34
|
-
line_coverage = coverage;
|
|
35
|
-
uv_u = orientation * 0.5 + 0.5;
|
|
36
|
-
|
|
1
|
+
uniform float _Thickness;
|
|
2
|
+
|
|
3
|
+
|
|
4
|
+
attribute vec3 next_position;
|
|
5
|
+
attribute vec3 previous_position;
|
|
6
|
+
attribute float orientation;
|
|
7
|
+
attribute float coverage;
|
|
8
|
+
|
|
9
|
+
varying float line_coverage;
|
|
10
|
+
varying float uv_u;
|
|
11
|
+
|
|
12
|
+
vec3 w_space_normal(vec3 from, vec3 to)
|
|
13
|
+
{
|
|
14
|
+
vec3 w_from = (modelMatrix * vec4(from, 1.0)).xyz;
|
|
15
|
+
vec3 w_to = (modelMatrix * vec4(to, 1.0)).xyz;
|
|
16
|
+
|
|
17
|
+
vec3 z = normalize(w_to - w_from);
|
|
18
|
+
return normalize(cross(z , normalize(cameraPosition - w_from)));
|
|
19
|
+
|
|
20
|
+
}
|
|
21
|
+
|
|
22
|
+
void main()
|
|
23
|
+
{
|
|
24
|
+
|
|
25
|
+
mat4 VP = projectionMatrix * viewMatrix;
|
|
26
|
+
|
|
27
|
+
vec3 pos = position;
|
|
28
|
+
vec3 normal = w_space_normal(next_position ,previous_position);
|
|
29
|
+
pos = (modelMatrix * vec4(pos, 1.0)).xyz;
|
|
30
|
+
pos += normal * (_Thickness * 0.5) * orientation;
|
|
31
|
+
|
|
32
|
+
gl_Position = VP * vec4(pos, 1.0);
|
|
33
|
+
|
|
34
|
+
line_coverage = coverage;
|
|
35
|
+
uv_u = orientation * 0.5 + 0.5;
|
|
36
|
+
|
|
37
37
|
}
|
|
@@ -1,10 +1,10 @@
|
|
|
1
|
-
uniform sampler2D _MainTex;
|
|
2
|
-
varying vec2 vUv;
|
|
3
|
-
uniform float _Opacity;
|
|
4
|
-
|
|
5
|
-
void main()
|
|
6
|
-
{
|
|
7
|
-
gl_FragColor = texture2D(_MainTex, vUv);
|
|
8
|
-
gl_FragColor.a *= _Opacity;
|
|
9
|
-
//gl_FragColor.r = 1.0;
|
|
1
|
+
uniform sampler2D _MainTex;
|
|
2
|
+
varying vec2 vUv;
|
|
3
|
+
uniform float _Opacity;
|
|
4
|
+
|
|
5
|
+
void main()
|
|
6
|
+
{
|
|
7
|
+
gl_FragColor = texture2D(_MainTex, vUv);
|
|
8
|
+
gl_FragColor.a *= _Opacity;
|
|
9
|
+
//gl_FragColor.r = 1.0;
|
|
10
10
|
}
|
|
@@ -1,17 +1,17 @@
|
|
|
1
|
-
varying vec2 vUv;
|
|
2
|
-
uniform float _ScreenAligned;
|
|
3
|
-
uniform float _Scale;
|
|
4
|
-
void main()
|
|
5
|
-
{
|
|
6
|
-
vec3 pos = position;
|
|
7
|
-
|
|
8
|
-
mat4 local_to_camera = modelViewMatrix;
|
|
9
|
-
// float scale = length(vec3(modelMatrix[0][0], modelMatrix[1][1], modelMatrix[2][2]))/2.0;
|
|
10
|
-
float scale = _Scale;
|
|
11
|
-
local_to_camera[0] = mix(modelViewMatrix[0], vec4(1.0 * scale, 0.0, 0.0, 0.0), _ScreenAligned);
|
|
12
|
-
local_to_camera[1] = mix(modelViewMatrix[1], vec4(0.0, 1.0 * scale, 0.0, 0.0), _ScreenAligned);
|
|
13
|
-
local_to_camera[2] = mix(modelViewMatrix[2], vec4(0.0, 0.0, 1.0 * scale, 0.0), _ScreenAligned);
|
|
14
|
-
|
|
15
|
-
gl_Position = projectionMatrix * local_to_camera * vec4( pos, 1.0 );
|
|
16
|
-
vUv = uv;
|
|
1
|
+
varying vec2 vUv;
|
|
2
|
+
uniform float _ScreenAligned;
|
|
3
|
+
uniform float _Scale;
|
|
4
|
+
void main()
|
|
5
|
+
{
|
|
6
|
+
vec3 pos = position;
|
|
7
|
+
|
|
8
|
+
mat4 local_to_camera = modelViewMatrix;
|
|
9
|
+
// float scale = length(vec3(modelMatrix[0][0], modelMatrix[1][1], modelMatrix[2][2]))/2.0;
|
|
10
|
+
float scale = _Scale;
|
|
11
|
+
local_to_camera[0] = mix(modelViewMatrix[0], vec4(1.0 * scale, 0.0, 0.0, 0.0), _ScreenAligned);
|
|
12
|
+
local_to_camera[1] = mix(modelViewMatrix[1], vec4(0.0, 1.0 * scale, 0.0, 0.0), _ScreenAligned);
|
|
13
|
+
local_to_camera[2] = mix(modelViewMatrix[2], vec4(0.0, 0.0, 1.0 * scale, 0.0), _ScreenAligned);
|
|
14
|
+
|
|
15
|
+
gl_Position = projectionMatrix * local_to_camera * vec4( pos, 1.0 );
|
|
16
|
+
vUv = uv;
|
|
17
17
|
}
|
|
@@ -1,22 +1,22 @@
|
|
|
1
|
-
uniform sampler2D _MainTex;
|
|
2
|
-
uniform sampler2D _BlurredTex;
|
|
3
|
-
uniform vec2 _Resolution;
|
|
4
|
-
uniform float _BloomStrength;
|
|
5
|
-
varying vec2 vUv;
|
|
6
|
-
|
|
7
|
-
vec4 pow_v4(vec4 vec, float p)
|
|
8
|
-
{
|
|
9
|
-
vec4 v = vec;
|
|
10
|
-
v.r = pow(abs(v.r), p);
|
|
11
|
-
v.g = pow(abs(v.g), p);
|
|
12
|
-
v.b = pow(abs(v.b), p);
|
|
13
|
-
v.a = pow(abs(v.a), p);
|
|
14
|
-
return v;
|
|
15
|
-
}
|
|
16
|
-
|
|
17
|
-
void main()
|
|
18
|
-
{
|
|
19
|
-
vec4 col = texture2D( _MainTex, vUv);
|
|
20
|
-
vec4 blur = texture2D( _BlurredTex, vUv);
|
|
21
|
-
gl_FragColor = col + blur * _BloomStrength;
|
|
22
|
-
}
|
|
1
|
+
uniform sampler2D _MainTex;
|
|
2
|
+
uniform sampler2D _BlurredTex;
|
|
3
|
+
uniform vec2 _Resolution;
|
|
4
|
+
uniform float _BloomStrength;
|
|
5
|
+
varying vec2 vUv;
|
|
6
|
+
|
|
7
|
+
vec4 pow_v4(vec4 vec, float p)
|
|
8
|
+
{
|
|
9
|
+
vec4 v = vec;
|
|
10
|
+
v.r = pow(abs(v.r), p);
|
|
11
|
+
v.g = pow(abs(v.g), p);
|
|
12
|
+
v.b = pow(abs(v.b), p);
|
|
13
|
+
v.a = pow(abs(v.a), p);
|
|
14
|
+
return v;
|
|
15
|
+
}
|
|
16
|
+
|
|
17
|
+
void main()
|
|
18
|
+
{
|
|
19
|
+
vec4 col = texture2D( _MainTex, vUv);
|
|
20
|
+
vec4 blur = texture2D( _BlurredTex, vUv);
|
|
21
|
+
gl_FragColor = col + blur * _BloomStrength;
|
|
22
|
+
}
|
|
@@ -1,13 +1,13 @@
|
|
|
1
|
-
uniform sampler2D _MainTex;
|
|
2
|
-
uniform sampler2D _BlurredTex;
|
|
3
|
-
uniform vec2 _Resolution;
|
|
4
|
-
uniform float _BloomStrength;
|
|
5
|
-
varying vec2 vUv;
|
|
6
|
-
|
|
7
|
-
void main()
|
|
8
|
-
{
|
|
9
|
-
// vec4 col = texture2D( _MainTex, vUv);
|
|
10
|
-
vec4 blur = texture2D( _BlurredTex, vUv);
|
|
11
|
-
gl_FragColor = blur;
|
|
12
|
-
// gl_FragColor = col + blur * _BloomStrength;
|
|
13
|
-
}
|
|
1
|
+
uniform sampler2D _MainTex;
|
|
2
|
+
uniform sampler2D _BlurredTex;
|
|
3
|
+
uniform vec2 _Resolution;
|
|
4
|
+
uniform float _BloomStrength;
|
|
5
|
+
varying vec2 vUv;
|
|
6
|
+
|
|
7
|
+
void main()
|
|
8
|
+
{
|
|
9
|
+
// vec4 col = texture2D( _MainTex, vUv);
|
|
10
|
+
vec4 blur = texture2D( _BlurredTex, vUv);
|
|
11
|
+
gl_FragColor = blur;
|
|
12
|
+
// gl_FragColor = col + blur * _BloomStrength;
|
|
13
|
+
}
|
|
@@ -1,24 +1,24 @@
|
|
|
1
|
-
uniform sampler2D _MainTex;
|
|
2
|
-
uniform vec2 _Resolution;
|
|
3
|
-
uniform vec2 _SampleDir;
|
|
4
|
-
varying vec2 vUv;
|
|
5
|
-
|
|
6
|
-
void main()
|
|
7
|
-
{
|
|
8
|
-
|
|
9
|
-
vec4 sum = vec4(0.,0.,0.,0.);
|
|
10
|
-
vec2 dir = (0.5/_Resolution) * _SampleDir;
|
|
11
|
-
float _Distance = 2.0;
|
|
12
|
-
sum += texture2D( _MainTex, vUv + dir * -4. * _Distance ) * 0.0525;
|
|
13
|
-
sum += texture2D( _MainTex, vUv + dir * -3. * _Distance ) * 0.075;
|
|
14
|
-
sum += texture2D( _MainTex, vUv + dir * -2. * _Distance ) * 0.110;
|
|
15
|
-
sum += texture2D( _MainTex, vUv + dir * -1. * _Distance ) * 0.150;
|
|
16
|
-
sum += texture2D( _MainTex, vUv + dir * 0. * _Distance ) * 0.225;
|
|
17
|
-
sum += texture2D( _MainTex, vUv + dir * 1. * _Distance ) * 0.150;
|
|
18
|
-
sum += texture2D( _MainTex, vUv + dir * 2. * _Distance ) * 0.110;
|
|
19
|
-
sum += texture2D( _MainTex, vUv + dir * 3. * _Distance ) * 0.075;
|
|
20
|
-
sum += texture2D( _MainTex, vUv + dir * 4. * _Distance ) * 0.0525;
|
|
21
|
-
gl_FragColor = vec4(sum);
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
}
|
|
1
|
+
uniform sampler2D _MainTex;
|
|
2
|
+
uniform vec2 _Resolution;
|
|
3
|
+
uniform vec2 _SampleDir;
|
|
4
|
+
varying vec2 vUv;
|
|
5
|
+
|
|
6
|
+
void main()
|
|
7
|
+
{
|
|
8
|
+
|
|
9
|
+
vec4 sum = vec4(0.,0.,0.,0.);
|
|
10
|
+
vec2 dir = (0.5/_Resolution) * _SampleDir;
|
|
11
|
+
float _Distance = 2.0;
|
|
12
|
+
sum += texture2D( _MainTex, vUv + dir * -4. * _Distance ) * 0.0525;
|
|
13
|
+
sum += texture2D( _MainTex, vUv + dir * -3. * _Distance ) * 0.075;
|
|
14
|
+
sum += texture2D( _MainTex, vUv + dir * -2. * _Distance ) * 0.110;
|
|
15
|
+
sum += texture2D( _MainTex, vUv + dir * -1. * _Distance ) * 0.150;
|
|
16
|
+
sum += texture2D( _MainTex, vUv + dir * 0. * _Distance ) * 0.225;
|
|
17
|
+
sum += texture2D( _MainTex, vUv + dir * 1. * _Distance ) * 0.150;
|
|
18
|
+
sum += texture2D( _MainTex, vUv + dir * 2. * _Distance ) * 0.110;
|
|
19
|
+
sum += texture2D( _MainTex, vUv + dir * 3. * _Distance ) * 0.075;
|
|
20
|
+
sum += texture2D( _MainTex, vUv + dir * 4. * _Distance ) * 0.0525;
|
|
21
|
+
gl_FragColor = vec4(sum);
|
|
22
|
+
|
|
23
|
+
|
|
24
|
+
}
|
|
@@ -1,31 +1,31 @@
|
|
|
1
|
-
uniform sampler2D _MainTex;
|
|
2
|
-
uniform sampler2D _Blur;
|
|
3
|
-
uniform vec2 _Screen;
|
|
4
|
-
varying vec2 vUv;
|
|
5
|
-
|
|
6
|
-
|
|
7
|
-
float aastep(float threshold, float value) {
|
|
8
|
-
#ifdef GL_OES_standard_derivatives
|
|
9
|
-
float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
|
|
10
|
-
return smoothstep(threshold-afwidth, threshold+afwidth, value);
|
|
11
|
-
#else
|
|
12
|
-
return step(threshold, value);
|
|
13
|
-
#endif
|
|
14
|
-
}
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
void main()
|
|
18
|
-
{
|
|
19
|
-
vec2 pixel_size = 1.0/_Screen;
|
|
20
|
-
|
|
21
|
-
vec4 color = texture2D( _MainTex, vUv);
|
|
22
|
-
float mask = 1.0 - color.a;
|
|
23
|
-
|
|
24
|
-
float blur = texture2D( _Blur, vUv).a;
|
|
25
|
-
|
|
26
|
-
// gl_FragColor = vec4(mask,mask,mask,0.0);
|
|
27
|
-
// gl_FragColor = color;
|
|
28
|
-
|
|
29
|
-
gl_FragColor = vec4(mix(color.rgb, mix(color.rgb, vec3(1.,0.,0.),aastep(0.076, blur)), mask), 1.0);
|
|
30
|
-
}
|
|
31
|
-
|
|
1
|
+
uniform sampler2D _MainTex;
|
|
2
|
+
uniform sampler2D _Blur;
|
|
3
|
+
uniform vec2 _Screen;
|
|
4
|
+
varying vec2 vUv;
|
|
5
|
+
|
|
6
|
+
|
|
7
|
+
float aastep(float threshold, float value) {
|
|
8
|
+
#ifdef GL_OES_standard_derivatives
|
|
9
|
+
float afwidth = length(vec2(dFdx(value), dFdy(value))) * 0.70710678118654757;
|
|
10
|
+
return smoothstep(threshold-afwidth, threshold+afwidth, value);
|
|
11
|
+
#else
|
|
12
|
+
return step(threshold, value);
|
|
13
|
+
#endif
|
|
14
|
+
}
|
|
15
|
+
|
|
16
|
+
|
|
17
|
+
void main()
|
|
18
|
+
{
|
|
19
|
+
vec2 pixel_size = 1.0/_Screen;
|
|
20
|
+
|
|
21
|
+
vec4 color = texture2D( _MainTex, vUv);
|
|
22
|
+
float mask = 1.0 - color.a;
|
|
23
|
+
|
|
24
|
+
float blur = texture2D( _Blur, vUv).a;
|
|
25
|
+
|
|
26
|
+
// gl_FragColor = vec4(mask,mask,mask,0.0);
|
|
27
|
+
// gl_FragColor = color;
|
|
28
|
+
|
|
29
|
+
gl_FragColor = vec4(mix(color.rgb, mix(color.rgb, vec3(1.,0.,0.),aastep(0.076, blur)), mask), 1.0);
|
|
30
|
+
}
|
|
31
|
+
|
|
@@ -1,25 +1,25 @@
|
|
|
1
|
-
uniform vec4 _DepthNormal;
|
|
2
|
-
vec2 EncodeFloatRG( float v )
|
|
3
|
-
{
|
|
4
|
-
vec2 kEncodeMul = vec2(1.0, 255.0);
|
|
5
|
-
float kEncodeBit = 1.0/255.0;
|
|
6
|
-
vec2 enc = kEncodeMul * v;
|
|
7
|
-
enc = fract (enc);
|
|
8
|
-
enc.x -= enc.y * kEncodeBit;
|
|
9
|
-
return enc;
|
|
10
|
-
}
|
|
11
|
-
|
|
12
|
-
vec2 EncodeNormal (vec3 n)
|
|
13
|
-
{
|
|
14
|
-
float scale = 1.7777;
|
|
15
|
-
vec2 enc = n.xy / (n.z+1.0);
|
|
16
|
-
enc /= scale;
|
|
17
|
-
enc = enc*0.5+0.5;
|
|
18
|
-
return enc;
|
|
19
|
-
}
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
void main()
|
|
23
|
-
{
|
|
24
|
-
gl_FragColor = vec4(EncodeFloatRG(_DepthNormal.x), EncodeNormal(normalize(_DepthNormal.yzw)));
|
|
1
|
+
uniform vec4 _DepthNormal;
|
|
2
|
+
vec2 EncodeFloatRG( float v )
|
|
3
|
+
{
|
|
4
|
+
vec2 kEncodeMul = vec2(1.0, 255.0);
|
|
5
|
+
float kEncodeBit = 1.0/255.0;
|
|
6
|
+
vec2 enc = kEncodeMul * v;
|
|
7
|
+
enc = fract (enc);
|
|
8
|
+
enc.x -= enc.y * kEncodeBit;
|
|
9
|
+
return enc;
|
|
10
|
+
}
|
|
11
|
+
|
|
12
|
+
vec2 EncodeNormal (vec3 n)
|
|
13
|
+
{
|
|
14
|
+
float scale = 1.7777;
|
|
15
|
+
vec2 enc = n.xy / (n.z+1.0);
|
|
16
|
+
enc /= scale;
|
|
17
|
+
enc = enc*0.5+0.5;
|
|
18
|
+
return enc;
|
|
19
|
+
}
|
|
20
|
+
|
|
21
|
+
|
|
22
|
+
void main()
|
|
23
|
+
{
|
|
24
|
+
gl_FragColor = vec4(EncodeFloatRG(_DepthNormal.x), EncodeNormal(normalize(_DepthNormal.yzw)));
|
|
25
25
|
}
|
|
@@ -1,7 +1,7 @@
|
|
|
1
|
-
uniform sampler2D _MainTex;
|
|
2
|
-
|
|
3
|
-
varying vec2 vUv;
|
|
4
|
-
void main()
|
|
5
|
-
{
|
|
6
|
-
gl_FragColor = texture2D(_MainTex, vUv);
|
|
1
|
+
uniform sampler2D _MainTex;
|
|
2
|
+
|
|
3
|
+
varying vec2 vUv;
|
|
4
|
+
void main()
|
|
5
|
+
{
|
|
6
|
+
gl_FragColor = texture2D(_MainTex, vUv);
|
|
7
7
|
}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
|
-
varying vec2 vUv;
|
|
2
|
-
void main()
|
|
3
|
-
{
|
|
4
|
-
gl_Position = vec4(uv * 2.0 - 1.0, 1.0, 1.0);
|
|
5
|
-
vUv = uv;
|
|
1
|
+
varying vec2 vUv;
|
|
2
|
+
void main()
|
|
3
|
+
{
|
|
4
|
+
gl_Position = vec4(uv * 2.0 - 1.0, 1.0, 1.0);
|
|
5
|
+
vUv = uv;
|
|
6
6
|
}
|
|
@@ -1,11 +1,11 @@
|
|
|
1
|
-
varying vec2 vUv;
|
|
2
|
-
varying vec4 vRay;
|
|
3
|
-
|
|
4
|
-
uniform mat4 _InverseProjMatrix;
|
|
5
|
-
|
|
6
|
-
void main()
|
|
7
|
-
{
|
|
8
|
-
gl_Position = vec4(uv * 2.0 - 1.0, 1.0, 1.0);
|
|
9
|
-
vRay = _InverseProjMatrix * vec4(uv * 2.0 - 1.0, 1.0, 1.0);
|
|
10
|
-
vUv = uv;
|
|
11
|
-
}
|
|
1
|
+
varying vec2 vUv;
|
|
2
|
+
varying vec4 vRay;
|
|
3
|
+
|
|
4
|
+
uniform mat4 _InverseProjMatrix;
|
|
5
|
+
|
|
6
|
+
void main()
|
|
7
|
+
{
|
|
8
|
+
gl_Position = vec4(uv * 2.0 - 1.0, 1.0, 1.0);
|
|
9
|
+
vRay = _InverseProjMatrix * vec4(uv * 2.0 - 1.0, 1.0, 1.0);
|
|
10
|
+
vUv = uv;
|
|
11
|
+
}
|