studyup 0.0.0-stage → 1.0.1

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 (898) hide show
  1. package/hexgl-package/HexGL-master/.htaccess +4 -0
  2. package/hexgl-package/HexGL-master/LICENSE +21 -0
  3. package/hexgl-package/HexGL-master/README.md +26 -0
  4. package/hexgl-package/HexGL-master/audio/LICENSE +28 -0
  5. package/hexgl-package/HexGL-master/audio/bg.ogg +0 -0
  6. package/hexgl-package/HexGL-master/audio/boost.ogg +0 -0
  7. package/hexgl-package/HexGL-master/audio/crash.ogg +0 -0
  8. package/hexgl-package/HexGL-master/audio/destroyed.ogg +0 -0
  9. package/hexgl-package/HexGL-master/audio/wind.ogg +0 -0
  10. package/hexgl-package/HexGL-master/bkcore/Audio.js +142 -0
  11. package/hexgl-package/HexGL-master/bkcore/hexgl/CameraChase.js +73 -0
  12. package/hexgl-package/HexGL-master/bkcore/hexgl/Gameplay.js +231 -0
  13. package/hexgl-package/HexGL-master/bkcore/hexgl/HUD.js +270 -0
  14. package/hexgl-package/HexGL-master/bkcore/hexgl/HexGL.js +446 -0
  15. package/hexgl-package/HexGL-master/bkcore/hexgl/Ladder.js +52 -0
  16. package/hexgl-package/HexGL-master/bkcore/hexgl/RaceData.js +99 -0
  17. package/hexgl-package/HexGL-master/bkcore/hexgl/ShipControls.js +806 -0
  18. package/hexgl-package/HexGL-master/bkcore/hexgl/ShipEffects.js +186 -0
  19. package/hexgl-package/HexGL-master/bkcore/hexgl/tracks/Cityscape.js +521 -0
  20. package/hexgl-package/HexGL-master/bkcore/threejs/Loader.js +260 -0
  21. package/hexgl-package/HexGL-master/bkcore/threejs/Particles.js +191 -0
  22. package/hexgl-package/HexGL-master/bkcore/threejs/Preloader.js +151 -0
  23. package/hexgl-package/HexGL-master/bkcore/threejs/RenderManager.js +132 -0
  24. package/hexgl-package/HexGL-master/bkcore/threejs/Shaders.js +950 -0
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  31. package/hexgl-package/HexGL-master/bkcore.coffee/controllers/GamepadController.coffee +45 -0
  32. package/hexgl-package/HexGL-master/bkcore.coffee/controllers/GamepadController.js +73 -0
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  35. package/hexgl-package/HexGL-master/bkcore.coffee/controllers/TouchController.coffee +109 -0
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  37. package/hexgl-package/HexGL-master/bkcore.coffee/tests.html +10 -0
  38. package/hexgl-package/HexGL-master/bkcore.coffee/threejs/Particles.coffee +199 -0
  39. package/hexgl-package/HexGL-master/bkcore.coffee/threejs/Particles.js +210 -0
  40. package/hexgl-package/HexGL-master/cache.appcache +74 -0
  41. package/hexgl-package/HexGL-master/css/BebasNeue-webfont.eot +0 -0
  42. package/hexgl-package/HexGL-master/css/BebasNeue-webfont.svg +245 -0
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  45. package/hexgl-package/HexGL-master/css/bg.jpg +0 -0
  46. package/hexgl-package/HexGL-master/css/fonts.css +16 -0
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  57. package/hexgl-package/HexGL-master/css/touchcontroller.css +8 -0
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  59. package/hexgl-package/HexGL-master/geometries/bonus/base/base.js +45 -0
  60. package/hexgl-package/HexGL-master/geometries/booster/booster.js +45 -0
  61. package/hexgl-package/HexGL-master/geometries/ships/feisar/feisar.js +45 -0
  62. package/hexgl-package/HexGL-master/geometries/tracks/cityscape/bonus/speed.js +45 -0
  63. package/hexgl-package/HexGL-master/geometries/tracks/cityscape/scrapers1.js +45 -0
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  76. package/hexgl-package/HexGL-master/libs/DAT.GUI.min.js +53 -0
  77. package/hexgl-package/HexGL-master/libs/Detector.js +59 -0
  78. package/hexgl-package/HexGL-master/libs/Editor.html +717 -0
  79. package/hexgl-package/HexGL-master/libs/Editor_files/App.js +212 -0
  80. package/hexgl-package/HexGL-master/libs/Editor_files/CanvasRenderer.js +389 -0
  81. package/hexgl-package/HexGL-master/libs/Editor_files/Diagram.js +148 -0
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  86. package/hexgl-package/HexGL-master/libs/Editor_files/Parser.js +140 -0
  87. package/hexgl-package/HexGL-master/libs/Editor_files/Project.js +162 -0
  88. package/hexgl-package/HexGL-master/libs/Editor_files/Timer.js +166 -0
  89. package/hexgl-package/HexGL-master/libs/Editor_files/ace.js +11 -0
  90. package/hexgl-package/HexGL-master/libs/Editor_files/class.js +989 -0
  91. package/hexgl-package/HexGL-master/libs/Editor_files/editor.css +16 -0
  92. package/hexgl-package/HexGL-master/libs/Editor_files/font.css +24 -0
  93. package/hexgl-package/HexGL-master/libs/Editor_files/gamecore.js +133 -0
  94. package/hexgl-package/HexGL-master/libs/Editor_files/hashlist.js +41 -0
  95. package/hexgl-package/HexGL-master/libs/Editor_files/jhashtable.js +468 -0
  96. package/hexgl-package/HexGL-master/libs/Editor_files/jquery-1.8.js +2 -0
  97. package/hexgl-package/HexGL-master/libs/Editor_files/kinetic.js +30 -0
  98. package/hexgl-package/HexGL-master/libs/Editor_files/main.css +204 -0
  99. package/hexgl-package/HexGL-master/libs/Editor_files/mode-json.js +1 -0
  100. package/hexgl-package/HexGL-master/libs/Editor_files/pooled.js +542 -0
  101. package/hexgl-package/HexGL-master/libs/Editor_files/theme-monokai.js +1 -0
  102. package/hexgl-package/HexGL-master/libs/ShaderExtras.js +1788 -0
  103. package/hexgl-package/HexGL-master/libs/Stats.js +6 -0
  104. package/hexgl-package/HexGL-master/libs/Three.dev.js +758 -0
  105. package/hexgl-package/HexGL-master/libs/Three.r53.js +767 -0
  106. package/hexgl-package/HexGL-master/libs/leap-0.4.1.min.js +3 -0
  107. package/hexgl-package/HexGL-master/libs/postprocessing/BloomPass.js +100 -0
  108. package/hexgl-package/HexGL-master/libs/postprocessing/DotScreenPass.js +52 -0
  109. package/hexgl-package/HexGL-master/libs/postprocessing/EffectComposer.js +143 -0
  110. package/hexgl-package/HexGL-master/libs/postprocessing/FilmPass.js +51 -0
  111. package/hexgl-package/HexGL-master/libs/postprocessing/MaskPass.js +86 -0
  112. package/hexgl-package/HexGL-master/libs/postprocessing/RenderPass.js +63 -0
  113. package/hexgl-package/HexGL-master/libs/postprocessing/SavePass.js +52 -0
  114. package/hexgl-package/HexGL-master/libs/postprocessing/ShaderPass.js +51 -0
  115. package/hexgl-package/HexGL-master/libs/postprocessing/TexturePass.js +37 -0
  116. package/hexgl-package/HexGL-master/manifest.webapp +18 -0
  117. package/hexgl-package/HexGL-master/package.webapp +10 -0
  118. package/hexgl-package/HexGL-master/package.zip +0 -0
  119. package/hexgl-package/HexGL-master/replays/cityscape-casual/bkcore.replay.json +1 -0
  120. package/hexgl-package/HexGL-master/textures/bonus/base/diffuse.jpg +0 -0
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  123. package/hexgl-package/HexGL-master/textures/checker.png +0 -0
  124. package/hexgl-package/HexGL-master/textures/hud/hex.jpg +0 -0
  125. package/hexgl-package/HexGL-master/textures/hud/hud-bg.png +0 -0
  126. package/hexgl-package/HexGL-master/textures/hud/hud-fg-shield.png +0 -0
  127. package/hexgl-package/HexGL-master/textures/hud/hud-fg-speed.png +0 -0
  128. package/hexgl-package/HexGL-master/textures/particles/cloud - Copie.png +0 -0
  129. package/hexgl-package/HexGL-master/textures/particles/cloud.png +0 -0
  130. package/hexgl-package/HexGL-master/textures/particles/damage.png +0 -0
  131. package/hexgl-package/HexGL-master/textures/particles/spark - Copie.png +0 -0
  132. package/hexgl-package/HexGL-master/textures/particles/spark.png +0 -0
  133. package/hexgl-package/HexGL-master/textures/ships/feisar/booster/booster.png +0 -0
  134. package/hexgl-package/HexGL-master/textures/ships/feisar/booster/boostersprite.jpg +0 -0
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  138. package/hexgl-package/HexGL-master/textures/skybox/dawnclouds/nx.jpg +0 -0
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  167. package/hexgl-package/HexGL-master/textures.full/particles/cloud - Copie.png +0 -0
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  170. package/hexgl-package/HexGL-master/textures.full/particles/spark - Copie.png +0 -0
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  172. package/hexgl-package/HexGL-master/textures.full/ships/feisar/booster/booster.png +0 -0
  173. package/hexgl-package/HexGL-master/textures.full/ships/feisar/booster/boostersprite.jpg +0 -0
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  200. package/sandboxels-package/sandboxels-1.13.2/.github/CONTRIBUTING.md +10 -0
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@@ -0,0 +1,1788 @@
1
+ /**
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+ * @author alteredq / http://alteredqualia.com/
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+ * @author zz85 / http://www.lab4games.net/zz85/blog
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+ * @author davidedc / http://www.sketchpatch.net/
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+ *
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+ * ShaderExtras currently contains:
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+ *
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+ * screen
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+ * convolution
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+ * film
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+ * bokeh
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+ * sepia
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+ * dotscreen
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+ * vignette
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+ * bleachbypass
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+ * basic
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+ * dofmipmap
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+ * focus
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+ * triangleBlur
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+ * horizontalBlur + verticalBlur
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+ * horizontalTiltShift + verticalTiltShift
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+ * blend
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+ * fxaa
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+ * luminosity
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+ * colorCorrection
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+ * normalmap
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+ * ssao
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+ * colorify
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+ * unpackDepthRGBA
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+ */
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+
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+ THREE.ShaderExtras = {
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+
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+ /* -------------------------------------------------------------------------
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+ // Full-screen textured quad shader
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+ ------------------------------------------------------------------------- */
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+
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+ 'screen': {
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+
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+ uniforms: {
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+
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+ tDiffuse: { type: "t", value: 0, texture: null },
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+ opacity: { type: "f", value: 1.0 }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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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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+ "}"
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+
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+ ].join("\n"),
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+
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+ fragmentShader: [
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+
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+ "uniform float opacity;",
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+
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+ "uniform sampler2D tDiffuse;",
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vec4 texel = texture2D( tDiffuse, vUv );",
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+ "gl_FragColor = opacity * texel;",
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+
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+ "}"
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+
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+ ].join("\n")
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+
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+ },
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+
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+ /* ------------------------------------------------------------------------
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+ // Convolution shader
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+ // - ported from o3d sample to WebGL / GLSL
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+ // http://o3d.googlecode.com/svn/trunk/samples/convolution.html
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+ ------------------------------------------------------------------------ */
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+
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+ 'convolution': {
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+
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+ uniforms: {
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+
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+ "tDiffuse" : { type: "t", value: 0, texture: null },
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+ "uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
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+ "cKernel" : { type: "fv1", value: [] }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ //"#define KERNEL_SIZE 25.0",
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+
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+ "uniform vec2 uImageIncrement;",
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vUv = uv - ( ( KERNEL_SIZE - 1.0 ) / 2.0 ) * uImageIncrement;",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+
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+ "}"
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+
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+ ].join("\n"),
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+
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+ fragmentShader: [
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+
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+ //"#define KERNEL_SIZE 25",
115
+ "uniform float cKernel[ KERNEL_SIZE ];",
116
+
117
+ "uniform sampler2D tDiffuse;",
118
+ "uniform vec2 uImageIncrement;",
119
+
120
+ "varying vec2 vUv;",
121
+
122
+ "void main() {",
123
+
124
+ "vec2 imageCoord = vUv;",
125
+ "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
126
+
127
+ "for( int i = 0; i < KERNEL_SIZE; i ++ ) {",
128
+
129
+ "sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
130
+ "imageCoord += uImageIncrement;",
131
+
132
+ "}",
133
+
134
+ "gl_FragColor = sum;",
135
+
136
+ "}"
137
+
138
+
139
+ ].join("\n")
140
+
141
+ },
142
+
143
+ /* -------------------------------------------------------------------------
144
+
145
+ // Film grain & scanlines shader
146
+
147
+ // - ported from HLSL to WebGL / GLSL
148
+ // http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
149
+
150
+ // Screen Space Static Postprocessor
151
+ //
152
+ // Produces an analogue noise overlay similar to a film grain / TV static
153
+ //
154
+ // Original implementation and noise algorithm
155
+ // Pat 'Hawthorne' Shearon
156
+ //
157
+ // Optimized scanlines + noise version with intensity scaling
158
+ // Georg 'Leviathan' Steinrohder
159
+
160
+ // This version is provided under a Creative Commons Attribution 3.0 License
161
+ // http://creativecommons.org/licenses/by/3.0/
162
+ ------------------------------------------------------------------------- */
163
+
164
+ 'film': {
165
+
166
+ uniforms: {
167
+
168
+ tDiffuse: { type: "t", value: 0, texture: null },
169
+ time: { type: "f", value: 0.0 },
170
+ nIntensity: { type: "f", value: 0.5 },
171
+ sIntensity: { type: "f", value: 0.05 },
172
+ sCount: { type: "f", value: 4096 },
173
+ grayscale: { type: "i", value: 1 }
174
+
175
+ },
176
+
177
+ vertexShader: [
178
+
179
+ "varying vec2 vUv;",
180
+
181
+ "void main() {",
182
+
183
+ "vUv = uv;",
184
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
185
+
186
+ "}"
187
+
188
+ ].join("\n"),
189
+
190
+ fragmentShader: [
191
+
192
+ // control parameter
193
+ "uniform float time;",
194
+
195
+ "uniform bool grayscale;",
196
+
197
+ // noise effect intensity value (0 = no effect, 1 = full effect)
198
+ "uniform float nIntensity;",
199
+
200
+ // scanlines effect intensity value (0 = no effect, 1 = full effect)
201
+ "uniform float sIntensity;",
202
+
203
+ // scanlines effect count value (0 = no effect, 4096 = full effect)
204
+ "uniform float sCount;",
205
+
206
+ "uniform sampler2D tDiffuse;",
207
+
208
+ "varying vec2 vUv;",
209
+
210
+ "void main() {",
211
+
212
+ // sample the source
213
+ "vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
214
+
215
+ // make some noise
216
+ "float x = vUv.x * vUv.y * time * 1000.0;",
217
+ "x = mod( x, 13.0 ) * mod( x, 123.0 );",
218
+ "float dx = mod( x, 0.01 );",
219
+
220
+ // add noise
221
+ "vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",
222
+
223
+ // get us a sine and cosine
224
+ "vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
225
+
226
+ // add scanlines
227
+ "cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
228
+
229
+ // interpolate between source and result by intensity
230
+ "cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
231
+
232
+ // convert to grayscale if desired
233
+ "if( grayscale ) {",
234
+
235
+ "cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
236
+
237
+ "}",
238
+
239
+ "gl_FragColor = vec4( cResult, cTextureScreen.a );",
240
+
241
+ "}"
242
+
243
+ ].join("\n")
244
+
245
+ },
246
+
247
+
248
+ /* -------------------------------------------------------------------------
249
+ // Depth-of-field shader with bokeh
250
+ // ported from GLSL shader by Martins Upitis
251
+ // http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
252
+ ------------------------------------------------------------------------- */
253
+
254
+ 'bokeh' : {
255
+
256
+ uniforms: { tColor: { type: "t", value: 0, texture: null },
257
+ tDepth: { type: "t", value: 1, texture: null },
258
+ focus: { type: "f", value: 1.0 },
259
+ aspect: { type: "f", value: 1.0 },
260
+ aperture: { type: "f", value: 0.025 },
261
+ maxblur: { type: "f", value: 1.0 }
262
+ },
263
+
264
+ vertexShader: [
265
+
266
+ "varying vec2 vUv;",
267
+
268
+ "void main() {",
269
+
270
+ "vUv = uv;",
271
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
272
+
273
+ "}"
274
+
275
+ ].join("\n"),
276
+
277
+ fragmentShader: [
278
+
279
+ "varying vec2 vUv;",
280
+
281
+ "uniform sampler2D tColor;",
282
+ "uniform sampler2D tDepth;",
283
+
284
+ "uniform float maxblur;", // max blur amount
285
+ "uniform float aperture;", // aperture - bigger values for shallower depth of field
286
+
287
+ "uniform float focus;",
288
+ "uniform float aspect;",
289
+
290
+ "void main() {",
291
+
292
+ "vec2 aspectcorrect = vec2( 1.0, aspect );",
293
+
294
+ "vec4 depth1 = texture2D( tDepth, vUv );",
295
+
296
+ "float factor = depth1.x - focus;",
297
+
298
+ "vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
299
+
300
+ "vec2 dofblur9 = dofblur * 0.9;",
301
+ "vec2 dofblur7 = dofblur * 0.7;",
302
+ "vec2 dofblur4 = dofblur * 0.4;",
303
+
304
+ "vec4 col = vec4( 0.0 );",
305
+
306
+ "col += texture2D( tColor, vUv.xy );",
307
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );",
308
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );",
309
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
310
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
311
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
312
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
313
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
314
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
315
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
316
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
317
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
318
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
319
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
320
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
321
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
322
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
323
+
324
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
325
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
326
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
327
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
328
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
329
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
330
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
331
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
332
+
333
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
334
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
335
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
336
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
337
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
338
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
339
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
340
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
341
+
342
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
343
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
344
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
345
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
346
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
347
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
348
+ "col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
349
+ "col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
350
+
351
+ "gl_FragColor = col / 41.0;",
352
+ "gl_FragColor.a = 1.0;",
353
+
354
+ "}"
355
+
356
+ ].join("\n")
357
+
358
+ },
359
+
360
+ /* -------------------------------------------------------------------------
361
+ // Depth-of-field shader using mipmaps
362
+ // - from Matt Handley @applmak
363
+ // - requires power-of-2 sized render target with enabled mipmaps
364
+ ------------------------------------------------------------------------- */
365
+
366
+ 'dofmipmap': {
367
+
368
+ uniforms: {
369
+
370
+ tColor: { type: "t", value: 0, texture: null },
371
+ tDepth: { type: "t", value: 1, texture: null },
372
+ focus: { type: "f", value: 1.0 },
373
+ maxblur: { type: "f", value: 1.0 }
374
+
375
+ },
376
+
377
+ vertexShader: [
378
+
379
+ "varying vec2 vUv;",
380
+
381
+ "void main() {",
382
+
383
+ "vUv = uv;",
384
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
385
+
386
+ "}"
387
+
388
+ ].join("\n"),
389
+
390
+ fragmentShader: [
391
+
392
+ "uniform float focus;",
393
+ "uniform float maxblur;",
394
+
395
+ "uniform sampler2D tColor;",
396
+ "uniform sampler2D tDepth;",
397
+
398
+ "varying vec2 vUv;",
399
+
400
+ "void main() {",
401
+
402
+ "vec4 depth = texture2D( tDepth, vUv );",
403
+
404
+ "float factor = depth.x - focus;",
405
+
406
+ "vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",
407
+
408
+ "gl_FragColor = col;",
409
+ "gl_FragColor.a = 1.0;",
410
+
411
+ "}"
412
+
413
+ ].join("\n")
414
+
415
+ },
416
+
417
+ /* -------------------------------------------------------------------------
418
+ // Sepia tone shader
419
+ // - based on glfx.js sepia shader
420
+ // https://github.com/evanw/glfx.js
421
+ ------------------------------------------------------------------------- */
422
+
423
+ 'sepia': {
424
+
425
+ uniforms: {
426
+
427
+ tDiffuse: { type: "t", value: 0, texture: null },
428
+ amount: { type: "f", value: 1.0 }
429
+
430
+ },
431
+
432
+ vertexShader: [
433
+
434
+ "varying vec2 vUv;",
435
+
436
+ "void main() {",
437
+
438
+ "vUv = uv;",
439
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
440
+
441
+ "}"
442
+
443
+ ].join("\n"),
444
+
445
+ fragmentShader: [
446
+
447
+ "uniform float amount;",
448
+
449
+ "uniform sampler2D tDiffuse;",
450
+
451
+ "varying vec2 vUv;",
452
+
453
+ "void main() {",
454
+
455
+ "vec4 color = texture2D( tDiffuse, vUv );",
456
+ "vec3 c = color.rgb;",
457
+
458
+ "color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
459
+ "color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
460
+ "color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
461
+
462
+ "gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
463
+
464
+ "}"
465
+
466
+ ].join("\n")
467
+
468
+ },
469
+
470
+ /* -------------------------------------------------------------------------
471
+ // Dot screen shader
472
+ // - based on glfx.js sepia shader
473
+ // https://github.com/evanw/glfx.js
474
+ ------------------------------------------------------------------------- */
475
+
476
+ 'dotscreen': {
477
+
478
+ uniforms: {
479
+
480
+ tDiffuse: { type: "t", value: 0, texture: null },
481
+ tSize: { type: "v2", value: new THREE.Vector2( 256, 256 ) },
482
+ center: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
483
+ angle: { type: "f", value: 1.57 },
484
+ scale: { type: "f", value: 1.0 }
485
+
486
+ },
487
+
488
+ vertexShader: [
489
+
490
+ "varying vec2 vUv;",
491
+
492
+ "void main() {",
493
+
494
+ "vUv = uv;",
495
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
496
+
497
+ "}"
498
+
499
+ ].join("\n"),
500
+
501
+ fragmentShader: [
502
+
503
+ "uniform vec2 center;",
504
+ "uniform float angle;",
505
+ "uniform float scale;",
506
+ "uniform vec2 tSize;",
507
+
508
+ "uniform sampler2D tDiffuse;",
509
+
510
+ "varying vec2 vUv;",
511
+
512
+ "float pattern() {",
513
+
514
+ "float s = sin( angle ), c = cos( angle );",
515
+
516
+ "vec2 tex = vUv * tSize - center;",
517
+ "vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
518
+
519
+ "return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
520
+
521
+ "}",
522
+
523
+ "void main() {",
524
+
525
+ "vec4 color = texture2D( tDiffuse, vUv );",
526
+
527
+ "float average = ( color.r + color.g + color.b ) / 3.0;",
528
+
529
+ "gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
530
+
531
+ "}"
532
+
533
+ ].join("\n")
534
+
535
+ },
536
+
537
+ /* ------------------------------------------------------------------------------------------------
538
+ // Vignette shader
539
+ // - based on PaintEffect postprocess from ro.me
540
+ // http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
541
+ ------------------------------------------------------------------------------------------------ */
542
+
543
+ 'vignette': {
544
+
545
+ uniforms: {
546
+
547
+ tDiffuse: { type: "t", value: 0, texture: null },
548
+ offset: { type: "f", value: 1.0 },
549
+ darkness: { type: "f", value: 1.0 }
550
+
551
+ },
552
+
553
+ vertexShader: [
554
+
555
+ "varying vec2 vUv;",
556
+
557
+ "void main() {",
558
+
559
+ "vUv = uv;",
560
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
561
+
562
+ "}"
563
+
564
+ ].join("\n"),
565
+
566
+ fragmentShader: [
567
+
568
+ "uniform float offset;",
569
+ "uniform float darkness;",
570
+
571
+ "uniform sampler2D tDiffuse;",
572
+
573
+ "varying vec2 vUv;",
574
+
575
+ "void main() {",
576
+
577
+ // Eskil's vignette
578
+
579
+ "vec4 texel = texture2D( tDiffuse, vUv );",
580
+ "vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
581
+ "gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
582
+
583
+ /*
584
+ // alternative version from glfx.js
585
+ // this one makes more "dusty" look (as opposed to "burned")
586
+
587
+ "vec4 color = texture2D( tDiffuse, vUv );",
588
+ "float dist = distance( vUv, vec2( 0.5 ) );",
589
+ "color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
590
+ "gl_FragColor = color;",
591
+ */
592
+
593
+ "}"
594
+
595
+ ].join("\n")
596
+
597
+ },
598
+
599
+ /* -------------------------------------------------------------------------
600
+ // Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
601
+ // - based on Nvidia example
602
+ // http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
603
+ ------------------------------------------------------------------------- */
604
+
605
+ 'bleachbypass': {
606
+
607
+ uniforms: {
608
+
609
+ tDiffuse: { type: "t", value: 0, texture: null },
610
+ opacity: { type: "f", value: 1.0 }
611
+
612
+ },
613
+
614
+ vertexShader: [
615
+
616
+ "varying vec2 vUv;",
617
+
618
+ "void main() {",
619
+
620
+ "vUv = uv;",
621
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
622
+
623
+ "}"
624
+
625
+ ].join("\n"),
626
+
627
+ fragmentShader: [
628
+
629
+ "uniform float opacity;",
630
+
631
+ "uniform sampler2D tDiffuse;",
632
+
633
+ "varying vec2 vUv;",
634
+
635
+ "void main() {",
636
+
637
+ "vec4 base = texture2D( tDiffuse, vUv );",
638
+
639
+ "vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
640
+ "float lum = dot( lumCoeff, base.rgb );",
641
+ "vec3 blend = vec3( lum );",
642
+
643
+ "float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
644
+
645
+ "vec3 result1 = 2.0 * base.rgb * blend;",
646
+ "vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
647
+
648
+ "vec3 newColor = mix( result1, result2, L );",
649
+
650
+ "float A2 = opacity * base.a;",
651
+ "vec3 mixRGB = A2 * newColor.rgb;",
652
+ "mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
653
+
654
+ "gl_FragColor = vec4( mixRGB, base.a );",
655
+
656
+ "}"
657
+
658
+ ].join("\n")
659
+
660
+ },
661
+
662
+ /* --------------------------------------------------------------------------------------------------
663
+ // Focus shader
664
+ // - based on PaintEffect postprocess from ro.me
665
+ // http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
666
+ -------------------------------------------------------------------------------------------------- */
667
+
668
+ 'focus': {
669
+
670
+ uniforms : {
671
+
672
+ "tDiffuse": { type: "t", value: 0, texture: null },
673
+ "screenWidth": { type: "f", value: 1024 },
674
+ "screenHeight": { type: "f", value: 1024 },
675
+ "sampleDistance": { type: "f", value: 0.94 },
676
+ "waveFactor": { type: "f", value: 0.00125 }
677
+
678
+ },
679
+
680
+ vertexShader: [
681
+
682
+ "varying vec2 vUv;",
683
+
684
+ "void main() {",
685
+
686
+ "vUv = uv;",
687
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
688
+
689
+ "}"
690
+
691
+ ].join("\n"),
692
+
693
+ fragmentShader: [
694
+
695
+ "uniform float screenWidth;",
696
+ "uniform float screenHeight;",
697
+ "uniform float sampleDistance;",
698
+ "uniform float waveFactor;",
699
+
700
+ "uniform sampler2D tDiffuse;",
701
+
702
+ "varying vec2 vUv;",
703
+
704
+ "void main() {",
705
+
706
+ "vec4 color, org, tmp, add;",
707
+ "float sample_dist, f;",
708
+ "vec2 vin;",
709
+ "vec2 uv = vUv;",
710
+
711
+ "add = color = org = texture2D( tDiffuse, uv );",
712
+
713
+ "vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
714
+ "sample_dist = dot( vin, vin ) * 2.0;",
715
+
716
+ "f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
717
+
718
+ "vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
719
+
720
+ "add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
721
+ "if( tmp.b < color.b ) color = tmp;",
722
+
723
+ "add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
724
+ "if( tmp.b < color.b ) color = tmp;",
725
+
726
+ "add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
727
+ "if( tmp.b < color.b ) color = tmp;",
728
+
729
+ "add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
730
+ "if( tmp.b < color.b ) color = tmp;",
731
+
732
+ "add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
733
+ "if( tmp.b < color.b ) color = tmp;",
734
+
735
+ "add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
736
+ "if( tmp.b < color.b ) color = tmp;",
737
+
738
+ "add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
739
+ "if( tmp.b < color.b ) color = tmp;",
740
+
741
+ "color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
742
+ "color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
743
+
744
+ "gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
745
+
746
+ "}"
747
+
748
+
749
+ ].join("\n")
750
+ },
751
+
752
+ /* -------------------------------------------------------------------------
753
+ // Triangle blur shader
754
+ // - based on glfx.js triangle blur shader
755
+ // https://github.com/evanw/glfx.js
756
+
757
+ // A basic blur filter, which convolves the image with a
758
+ // pyramid filter. The pyramid filter is separable and is applied as two
759
+ // perpendicular triangle filters.
760
+ ------------------------------------------------------------------------- */
761
+
762
+ 'triangleBlur': {
763
+
764
+
765
+ uniforms : {
766
+
767
+ "texture": { type: "t", value: 0, texture: null },
768
+ "delta": { type: "v2", value:new THREE.Vector2( 1, 1 ) }
769
+
770
+ },
771
+
772
+ vertexShader: [
773
+
774
+ "varying vec2 vUv;",
775
+
776
+ "void main() {",
777
+
778
+ "vUv = uv;",
779
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
780
+
781
+ "}"
782
+
783
+ ].join("\n"),
784
+
785
+ fragmentShader: [
786
+
787
+ "#define ITERATIONS 10.0",
788
+
789
+ "uniform sampler2D texture;",
790
+ "uniform vec2 delta;",
791
+
792
+ "varying vec2 vUv;",
793
+
794
+ "float random( vec3 scale, float seed ) {",
795
+
796
+ // use the fragment position for a different seed per-pixel
797
+
798
+ "return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed );",
799
+
800
+ "}",
801
+
802
+ "void main() {",
803
+
804
+ "vec4 color = vec4( 0.0 );",
805
+
806
+ "float total = 0.0;",
807
+
808
+ // randomize the lookup values to hide the fixed number of samples
809
+
810
+ "float offset = random( vec3( 12.9898, 78.233, 151.7182 ), 0.0 );",
811
+
812
+ "for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {",
813
+
814
+ "float percent = ( t + offset - 0.5 ) / ITERATIONS;",
815
+ "float weight = 1.0 - abs( percent );",
816
+
817
+ "color += texture2D( texture, vUv + delta * percent ) * weight;",
818
+ "total += weight;",
819
+
820
+ "}",
821
+
822
+ "gl_FragColor = color / total;",
823
+
824
+ "}"
825
+
826
+ ].join("\n")
827
+
828
+ },
829
+
830
+ /* -------------------------------------------------------------------------
831
+ // Simple test shader
832
+ ------------------------------------------------------------------------- */
833
+
834
+ 'basic': {
835
+
836
+ uniforms: {},
837
+
838
+ vertexShader: [
839
+
840
+ "void main() {",
841
+
842
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
843
+
844
+ "}"
845
+
846
+ ].join("\n"),
847
+
848
+ fragmentShader: [
849
+
850
+ "void main() {",
851
+
852
+ "gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );",
853
+
854
+ "}"
855
+
856
+ ].join("\n")
857
+
858
+ },
859
+
860
+ /* --------------------------------------------------------------------------------------------------
861
+ // Two pass Gaussian blur filter (horizontal and vertical blur shaders)
862
+ // - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
863
+ // and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
864
+ //
865
+ // - 9 samples per pass
866
+ // - standard deviation 2.7
867
+ // - "h" and "v" parameters should be set to "1 / width" and "1 / height"
868
+ -------------------------------------------------------------------------------------------------- */
869
+
870
+ 'horizontalBlur': {
871
+
872
+ uniforms: {
873
+
874
+ "tDiffuse": { type: "t", value: 0, texture: null },
875
+ "h": { type: "f", value: 1.0 / 512.0 }
876
+
877
+ },
878
+
879
+ vertexShader: [
880
+
881
+ "varying vec2 vUv;",
882
+
883
+ "void main() {",
884
+
885
+ "vUv = uv;",
886
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
887
+
888
+ "}"
889
+
890
+ ].join("\n"),
891
+
892
+ fragmentShader: [
893
+
894
+ "uniform sampler2D tDiffuse;",
895
+ "uniform float h;",
896
+
897
+ "varying vec2 vUv;",
898
+
899
+ "void main() {",
900
+
901
+ "vec4 sum = vec4( 0.0 );",
902
+
903
+ "sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;",
904
+ "sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;",
905
+ "sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;",
906
+ "sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;",
907
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
908
+ "sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;",
909
+ "sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;",
910
+ "sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;",
911
+ "sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;",
912
+
913
+ "gl_FragColor = sum;",
914
+
915
+ "}"
916
+
917
+
918
+ ].join("\n")
919
+
920
+ },
921
+
922
+ 'verticalBlur': {
923
+
924
+ uniforms: {
925
+
926
+ "tDiffuse": { type: "t", value: 0, texture: null },
927
+ "v": { type: "f", value: 1.0 / 512.0 }
928
+
929
+ },
930
+
931
+ vertexShader: [
932
+
933
+ "varying vec2 vUv;",
934
+
935
+ "void main() {",
936
+
937
+ "vUv = uv;",
938
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
939
+
940
+ "}"
941
+
942
+ ].join("\n"),
943
+
944
+ fragmentShader: [
945
+
946
+ "uniform sampler2D tDiffuse;",
947
+ "uniform float v;",
948
+
949
+ "varying vec2 vUv;",
950
+
951
+ "void main() {",
952
+
953
+ "vec4 sum = vec4( 0.0 );",
954
+
955
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;",
956
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;",
957
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;",
958
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;",
959
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
960
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;",
961
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;",
962
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;",
963
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;",
964
+
965
+ "gl_FragColor = sum;",
966
+
967
+ "}"
968
+
969
+
970
+ ].join("\n")
971
+
972
+ },
973
+
974
+ /* --------------------------------------------------------------------------------------------------
975
+ // Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
976
+ //
977
+ // - 9 samples per pass
978
+ // - standard deviation 2.7
979
+ // - "h" and "v" parameters should be set to "1 / width" and "1 / height"
980
+ // - "r" parameter control where "focused" horizontal line lies
981
+ -------------------------------------------------------------------------------------------------- */
982
+
983
+ 'horizontalTiltShift': {
984
+
985
+ uniforms: {
986
+
987
+ "tDiffuse": { type: "t", value: 0, texture: null },
988
+ "h": { type: "f", value: 1.0 / 512.0 },
989
+ "r": { type: "f", value: 0.35 }
990
+
991
+ },
992
+
993
+ vertexShader: [
994
+
995
+ "varying vec2 vUv;",
996
+
997
+ "void main() {",
998
+
999
+ "vUv = uv;",
1000
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1001
+
1002
+ "}"
1003
+
1004
+ ].join("\n"),
1005
+
1006
+ fragmentShader: [
1007
+
1008
+ "uniform sampler2D tDiffuse;",
1009
+ "uniform float h;",
1010
+ "uniform float r;",
1011
+
1012
+ "varying vec2 vUv;",
1013
+
1014
+ "void main() {",
1015
+
1016
+ "vec4 sum = vec4( 0.0 );",
1017
+
1018
+ "float hh = h * abs( r - vUv.y );",
1019
+
1020
+ "sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
1021
+ "sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
1022
+ "sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
1023
+ "sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
1024
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
1025
+ "sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
1026
+ "sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
1027
+ "sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
1028
+ "sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
1029
+
1030
+ "gl_FragColor = sum;",
1031
+
1032
+ "}"
1033
+
1034
+
1035
+ ].join("\n")
1036
+
1037
+ },
1038
+
1039
+ 'verticalTiltShift': {
1040
+
1041
+ uniforms: {
1042
+
1043
+ "tDiffuse": { type: "t", value: 0, texture: null },
1044
+ "v": { type: "f", value: 1.0 / 512.0 },
1045
+ "r": { type: "f", value: 0.35 }
1046
+
1047
+ },
1048
+
1049
+ vertexShader: [
1050
+
1051
+ "varying vec2 vUv;",
1052
+
1053
+ "void main() {",
1054
+
1055
+ "vUv = uv;",
1056
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1057
+
1058
+ "}"
1059
+
1060
+ ].join("\n"),
1061
+
1062
+ fragmentShader: [
1063
+
1064
+ "uniform sampler2D tDiffuse;",
1065
+ "uniform float v;",
1066
+ "uniform float r;",
1067
+
1068
+ "varying vec2 vUv;",
1069
+
1070
+ "void main() {",
1071
+
1072
+ "vec4 sum = vec4( 0.0 );",
1073
+
1074
+ "float vv = v * abs( r - vUv.y );",
1075
+
1076
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
1077
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
1078
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
1079
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
1080
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
1081
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
1082
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
1083
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
1084
+ "sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;",
1085
+
1086
+ "gl_FragColor = sum;",
1087
+
1088
+ "}"
1089
+
1090
+
1091
+ ].join("\n")
1092
+
1093
+ },
1094
+
1095
+ /* -------------------------------------------------------------------------
1096
+ // Blend two textures
1097
+ ------------------------------------------------------------------------- */
1098
+
1099
+ 'blend': {
1100
+
1101
+ uniforms: {
1102
+
1103
+ tDiffuse1: { type: "t", value: 0, texture: null },
1104
+ tDiffuse2: { type: "t", value: 1, texture: null },
1105
+ mixRatio: { type: "f", value: 0.5 },
1106
+ opacity: { type: "f", value: 1.0 }
1107
+
1108
+ },
1109
+
1110
+ vertexShader: [
1111
+
1112
+ "varying vec2 vUv;",
1113
+
1114
+ "void main() {",
1115
+
1116
+ "vUv = uv;",
1117
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1118
+
1119
+ "}"
1120
+
1121
+ ].join("\n"),
1122
+
1123
+ fragmentShader: [
1124
+
1125
+ "uniform float opacity;",
1126
+ "uniform float mixRatio;",
1127
+
1128
+ "uniform sampler2D tDiffuse1;",
1129
+ "uniform sampler2D tDiffuse2;",
1130
+
1131
+ "varying vec2 vUv;",
1132
+
1133
+ "void main() {",
1134
+
1135
+ "vec4 texel1 = texture2D( tDiffuse1, vUv );",
1136
+ "vec4 texel2 = texture2D( tDiffuse2, vUv );",
1137
+ "gl_FragColor = opacity * mix( texel1, texel2, mixRatio );",
1138
+
1139
+ "}"
1140
+
1141
+ ].join("\n")
1142
+
1143
+ },
1144
+
1145
+ /* -------------------------------------------------------------------------
1146
+ // NVIDIA FXAA by Timothy Lottes
1147
+ // http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
1148
+ // - WebGL port by @supereggbert
1149
+ // http://www.glge.org/demos/fxaa/
1150
+ ------------------------------------------------------------------------- */
1151
+
1152
+ 'fxaa': {
1153
+
1154
+ uniforms: {
1155
+
1156
+ "tDiffuse": { type: "t", value: 0, texture: null },
1157
+ "resolution": { type: "v2", value: new THREE.Vector2( 1 / 1024, 1 / 512 ) }
1158
+
1159
+ },
1160
+
1161
+ vertexShader: [
1162
+
1163
+ "varying vec2 vUv;",
1164
+
1165
+ "void main() {",
1166
+
1167
+ "vUv = uv;",
1168
+
1169
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1170
+
1171
+ "}"
1172
+
1173
+ ].join("\n"),
1174
+
1175
+ fragmentShader: [
1176
+
1177
+ "uniform sampler2D tDiffuse;",
1178
+ "uniform vec2 resolution;",
1179
+
1180
+ "varying vec2 vUv;",
1181
+
1182
+ "#define FXAA_REDUCE_MIN (1.0/128.0)",
1183
+ "#define FXAA_REDUCE_MUL (1.0/8.0)",
1184
+ "#define FXAA_SPAN_MAX 8.0",
1185
+
1186
+ "void main() {",
1187
+
1188
+ "vec3 rgbNW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ).xyz;",
1189
+ "vec3 rgbNE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ).xyz;",
1190
+ "vec3 rgbSW = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ).xyz;",
1191
+ "vec3 rgbSE = texture2D( tDiffuse, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ).xyz;",
1192
+ "vec4 rgbaM = texture2D( tDiffuse, gl_FragCoord.xy * resolution );",
1193
+ "vec3 rgbM = rgbaM.xyz;",
1194
+ "float opacity = rgbaM.w;",
1195
+
1196
+ "vec3 luma = vec3( 0.299, 0.587, 0.114 );",
1197
+
1198
+ "float lumaNW = dot( rgbNW, luma );",
1199
+ "float lumaNE = dot( rgbNE, luma );",
1200
+ "float lumaSW = dot( rgbSW, luma );",
1201
+ "float lumaSE = dot( rgbSE, luma );",
1202
+ "float lumaM = dot( rgbM, luma );",
1203
+ "float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );",
1204
+ "float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );",
1205
+
1206
+ "vec2 dir;",
1207
+ "dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));",
1208
+ "dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));",
1209
+
1210
+ "float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );",
1211
+
1212
+ "float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );",
1213
+ "dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),",
1214
+ "max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),",
1215
+ "dir * rcpDirMin)) * resolution;",
1216
+
1217
+ "vec3 rgbA = 0.5 * (",
1218
+ "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ).xyz +",
1219
+ "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ).xyz );",
1220
+
1221
+ "vec3 rgbB = rgbA * 0.5 + 0.25 * (",
1222
+ "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * -0.5 ).xyz +",
1223
+ "texture2D( tDiffuse, gl_FragCoord.xy * resolution + dir * 0.5 ).xyz );",
1224
+
1225
+ "float lumaB = dot( rgbB, luma );",
1226
+
1227
+ "if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) ) {",
1228
+
1229
+ "gl_FragColor = vec4( rgbA, opacity );",
1230
+
1231
+ "} else {",
1232
+
1233
+ "gl_FragColor = vec4( rgbB, opacity );",
1234
+
1235
+ "}",
1236
+
1237
+ "}"
1238
+
1239
+ ].join("\n")
1240
+
1241
+ },
1242
+
1243
+ /* -------------------------------------------------------------------------
1244
+ // Luminosity
1245
+ // http://en.wikipedia.org/wiki/Luminosity
1246
+ ------------------------------------------------------------------------- */
1247
+
1248
+ 'luminosity': {
1249
+
1250
+ uniforms: {
1251
+
1252
+ "tDiffuse": { type: "t", value: 0, texture: null }
1253
+
1254
+ },
1255
+
1256
+ vertexShader: [
1257
+
1258
+ "varying vec2 vUv;",
1259
+
1260
+ "void main() {",
1261
+
1262
+ "vUv = uv;",
1263
+
1264
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1265
+
1266
+ "}"
1267
+
1268
+ ].join("\n"),
1269
+
1270
+ fragmentShader: [
1271
+
1272
+ "uniform sampler2D tDiffuse;",
1273
+
1274
+ "varying vec2 vUv;",
1275
+
1276
+ "void main() {",
1277
+
1278
+ "vec4 texel = texture2D( tDiffuse, vUv );",
1279
+
1280
+ "vec3 luma = vec3( 0.299, 0.587, 0.114 );",
1281
+
1282
+ "float v = dot( texel.xyz, luma );",
1283
+
1284
+ "gl_FragColor = vec4( v, v, v, texel.w );",
1285
+
1286
+ "}"
1287
+
1288
+ ].join("\n")
1289
+
1290
+ },
1291
+
1292
+ /* -------------------------------------------------------------------------
1293
+ // Color correction
1294
+ ------------------------------------------------------------------------- */
1295
+
1296
+ 'colorCorrection': {
1297
+
1298
+ uniforms: {
1299
+
1300
+ "tDiffuse" : { type: "t", value: 0, texture: null },
1301
+ "powRGB" : { type: "v3", value: new THREE.Vector3( 2, 2, 2 ) },
1302
+ "mulRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
1303
+
1304
+ },
1305
+
1306
+ vertexShader: [
1307
+
1308
+ "varying vec2 vUv;",
1309
+
1310
+ "void main() {",
1311
+
1312
+ "vUv = uv;",
1313
+
1314
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1315
+
1316
+ "}"
1317
+
1318
+ ].join("\n"),
1319
+
1320
+ fragmentShader: [
1321
+
1322
+ "uniform sampler2D tDiffuse;",
1323
+ "uniform vec3 powRGB;",
1324
+ "uniform vec3 mulRGB;",
1325
+
1326
+ "varying vec2 vUv;",
1327
+
1328
+ "void main() {",
1329
+
1330
+ "gl_FragColor = texture2D( tDiffuse, vUv );",
1331
+ "gl_FragColor.rgb = mulRGB * pow( gl_FragColor.rgb, powRGB );",
1332
+
1333
+ "}"
1334
+
1335
+ ].join("\n")
1336
+
1337
+ },
1338
+
1339
+ /* -------------------------------------------------------------------------
1340
+ // Normal map shader
1341
+ // - compute normals from heightmap
1342
+ ------------------------------------------------------------------------- */
1343
+
1344
+ 'normalmap': {
1345
+
1346
+ uniforms: {
1347
+
1348
+ "heightMap" : { type: "t", value: 0, texture: null },
1349
+ "resolution": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
1350
+ "scale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
1351
+ "height" : { type: "f", value: 0.05 }
1352
+
1353
+ },
1354
+
1355
+ vertexShader: [
1356
+
1357
+ "varying vec2 vUv;",
1358
+
1359
+ "void main() {",
1360
+
1361
+ "vUv = uv;",
1362
+
1363
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1364
+
1365
+ "}"
1366
+
1367
+ ].join("\n"),
1368
+
1369
+ fragmentShader: [
1370
+
1371
+ "uniform float height;",
1372
+ "uniform vec2 resolution;",
1373
+ "uniform sampler2D heightMap;",
1374
+
1375
+ "varying vec2 vUv;",
1376
+
1377
+ "void main() {",
1378
+
1379
+ "float val = texture2D( heightMap, vUv ).x;",
1380
+
1381
+ "float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
1382
+ "float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",
1383
+
1384
+ "gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );",
1385
+
1386
+ "}"
1387
+
1388
+ ].join("\n")
1389
+
1390
+ },
1391
+
1392
+ /* -------------------------------------------------------------------------
1393
+ // Screen-space ambient occlusion shader
1394
+ // - ported from
1395
+ // SSAO GLSL shader v1.2
1396
+ // assembled by Martins Upitis (martinsh) (http://devlog-martinsh.blogspot.com)
1397
+ // original technique is made by ArKano22 (http://www.gamedev.net/topic/550699-ssao-no-halo-artifacts/)
1398
+ // - modifications
1399
+ // - modified to use RGBA packed depth texture (use clear color 1,1,1,1 for depth pass)
1400
+ // - made fog more compatible with three.js linear fog
1401
+ // - refactoring and optimizations
1402
+ ------------------------------------------------------------------------- */
1403
+
1404
+ 'ssao': {
1405
+
1406
+ uniforms: {
1407
+
1408
+ "tDiffuse": { type: "t", value: 0, texture: null },
1409
+ "tDepth": { type: "t", value: 1, texture: null },
1410
+ "size": { type: "v2", value: new THREE.Vector2( 512, 512 ) },
1411
+ "cameraNear": { type: "f", value: 1 },
1412
+ "cameraFar": { type: "f", value: 100 },
1413
+ "fogNear": { type: "f", value: 5 },
1414
+ "fogFar": { type: "f", value: 100 },
1415
+ "fogEnabled": { type: "i", value: 0 },
1416
+ "onlyAO": { type: "i", value: 0 },
1417
+ "aoClamp": { type: "f", value: 0.3 },
1418
+ "lumInfluence": { type: "f", value: 0.9 }
1419
+
1420
+ },
1421
+
1422
+ vertexShader: [
1423
+
1424
+ "varying vec2 vUv;",
1425
+
1426
+ "void main() {",
1427
+
1428
+ "vUv = uv;",
1429
+
1430
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1431
+
1432
+ "}"
1433
+
1434
+ ].join("\n"),
1435
+
1436
+ fragmentShader: [
1437
+
1438
+ "uniform float cameraNear;",
1439
+ "uniform float cameraFar;",
1440
+
1441
+ "uniform float fogNear;",
1442
+ "uniform float fogFar;",
1443
+
1444
+ "uniform bool fogEnabled;", // attenuate AO with linear fog
1445
+ "uniform bool onlyAO;", // use only ambient occlusion pass?
1446
+
1447
+ "uniform vec2 size;", // texture width, height
1448
+ "uniform float aoClamp;", // depth clamp - reduces haloing at screen edges
1449
+
1450
+ "uniform float lumInfluence;", // how much luminance affects occlusion
1451
+
1452
+ "uniform sampler2D tDiffuse;",
1453
+ "uniform sampler2D tDepth;",
1454
+
1455
+ "varying vec2 vUv;",
1456
+
1457
+ //"#define PI 3.14159265",
1458
+ "#define DL 2.399963229728653", // PI * ( 3.0 - sqrt( 5.0 ) )
1459
+ "#define EULER 2.718281828459045",
1460
+
1461
+ // helpers
1462
+
1463
+ "float width = size.x;", // texture width
1464
+ "float height = size.y;", // texture height
1465
+
1466
+ "float cameraFarPlusNear = cameraFar + cameraNear;",
1467
+ "float cameraFarMinusNear = cameraFar - cameraNear;",
1468
+ "float cameraCoef = 2.0 * cameraNear;",
1469
+
1470
+ // user variables
1471
+
1472
+ "const int samples = 8;", // ao sample count
1473
+ "const float radius = 5.0;", // ao radius
1474
+
1475
+ "const bool useNoise = true;", // use noise instead of pattern for sample dithering
1476
+ "const float noiseAmount = 0.0003;", // dithering amount
1477
+
1478
+ "const float diffArea = 0.4;", // self-shadowing reduction
1479
+ "const float gDisplace = 0.4;", // gauss bell center
1480
+
1481
+ "const vec3 onlyAOColor = vec3( 1.0, 0.7, 0.5 );",
1482
+ //"const vec3 onlyAOColor = vec3( 1.0, 1.0, 1.0 );",
1483
+
1484
+
1485
+ // RGBA depth
1486
+
1487
+ "float unpackDepth( const in vec4 rgba_depth ) {",
1488
+
1489
+ "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 );",
1490
+ "float depth = dot( rgba_depth, bit_shift );",
1491
+ "return depth;",
1492
+
1493
+ "}",
1494
+
1495
+ // generating noise / pattern texture for dithering
1496
+
1497
+ "vec2 rand( const vec2 coord ) {",
1498
+
1499
+ "vec2 noise;",
1500
+
1501
+ "if ( useNoise ) {",
1502
+
1503
+ "float nx = dot ( coord, vec2( 12.9898, 78.233 ) );",
1504
+ "float ny = dot ( coord, vec2( 12.9898, 78.233 ) * 2.0 );",
1505
+
1506
+ "noise = clamp( fract ( 43758.5453 * sin( vec2( nx, ny ) ) ), 0.0, 1.0 );",
1507
+
1508
+ "} else {",
1509
+
1510
+ "float ff = fract( 1.0 - coord.s * ( width / 2.0 ) );",
1511
+ "float gg = fract( coord.t * ( height / 2.0 ) );",
1512
+
1513
+ "noise = vec2( 0.25, 0.75 ) * vec2( ff ) + vec2( 0.75, 0.25 ) * gg;",
1514
+
1515
+ "}",
1516
+
1517
+ "return ( noise * 2.0 - 1.0 ) * noiseAmount;",
1518
+
1519
+ "}",
1520
+
1521
+ "float doFog() {",
1522
+
1523
+ "float zdepth = unpackDepth( texture2D( tDepth, vUv ) );",
1524
+ "float depth = -cameraFar * cameraNear / ( zdepth * cameraFarMinusNear - cameraFar );",
1525
+
1526
+ "return smoothstep( fogNear, fogFar, depth );",
1527
+
1528
+ "}",
1529
+
1530
+ "float readDepth( const in vec2 coord ) {",
1531
+
1532
+ //"return ( 2.0 * cameraNear ) / ( cameraFar + cameraNear - unpackDepth( texture2D( tDepth, coord ) ) * ( cameraFar - cameraNear ) );",
1533
+ "return cameraCoef / ( cameraFarPlusNear - unpackDepth( texture2D( tDepth, coord ) ) * cameraFarMinusNear );",
1534
+
1535
+
1536
+ "}",
1537
+
1538
+ "float compareDepths( const in float depth1, const in float depth2, inout int far ) {",
1539
+
1540
+ "float garea = 2.0;", // gauss bell width
1541
+ "float diff = ( depth1 - depth2 ) * 100.0;", // depth difference (0-100)
1542
+
1543
+ // reduce left bell width to avoid self-shadowing
1544
+
1545
+ "if ( diff < gDisplace ) {",
1546
+
1547
+ "garea = diffArea;",
1548
+
1549
+ "} else {",
1550
+
1551
+ "far = 1;",
1552
+
1553
+ "}",
1554
+
1555
+ "float dd = diff - gDisplace;",
1556
+ "float gauss = pow( EULER, -2.0 * dd * dd / ( garea * garea ) );",
1557
+ "return gauss;",
1558
+
1559
+ "}",
1560
+
1561
+ "float calcAO( float depth, float dw, float dh ) {",
1562
+
1563
+ "float dd = radius - depth * radius;",
1564
+ "vec2 vv = vec2( dw, dh );",
1565
+
1566
+ "vec2 coord1 = vUv + dd * vv;",
1567
+ "vec2 coord2 = vUv - dd * vv;",
1568
+
1569
+ "float temp1 = 0.0;",
1570
+ "float temp2 = 0.0;",
1571
+
1572
+ "int far = 0;",
1573
+ "temp1 = compareDepths( depth, readDepth( coord1 ), far );",
1574
+
1575
+ // DEPTH EXTRAPOLATION
1576
+
1577
+ "if ( far > 0 ) {",
1578
+
1579
+ "temp2 = compareDepths( readDepth( coord2 ), depth, far );",
1580
+ "temp1 += ( 1.0 - temp1 ) * temp2;",
1581
+
1582
+ "}",
1583
+
1584
+ "return temp1;",
1585
+
1586
+ "}",
1587
+
1588
+ "void main() {",
1589
+
1590
+ "vec2 noise = rand( vUv );",
1591
+ "float depth = readDepth( vUv );",
1592
+
1593
+ "float tt = clamp( depth, aoClamp, 1.0 );",
1594
+
1595
+ "float w = ( 1.0 / width ) / tt + ( noise.x * ( 1.0 - noise.x ) );",
1596
+ "float h = ( 1.0 / height ) / tt + ( noise.y * ( 1.0 - noise.y ) );",
1597
+
1598
+ "float pw;",
1599
+ "float ph;",
1600
+
1601
+ "float ao;",
1602
+
1603
+ "float dz = 1.0 / float( samples );",
1604
+ "float z = 1.0 - dz / 2.0;",
1605
+ "float l = 0.0;",
1606
+
1607
+ "for ( int i = 0; i <= samples; i ++ ) {",
1608
+
1609
+ "float r = sqrt( 1.0 - z );",
1610
+
1611
+ "pw = cos( l ) * r;",
1612
+ "ph = sin( l ) * r;",
1613
+ "ao += calcAO( depth, pw * w, ph * h );",
1614
+ "z = z - dz;",
1615
+ "l = l + DL;",
1616
+
1617
+ "}",
1618
+
1619
+ "ao /= float( samples );",
1620
+ "ao = 1.0 - ao;",
1621
+
1622
+ "if ( fogEnabled ) {",
1623
+
1624
+ "ao = mix( ao, 1.0, doFog() );",
1625
+
1626
+ "}",
1627
+
1628
+ "vec3 color = texture2D( tDiffuse, vUv ).rgb;",
1629
+
1630
+ "vec3 lumcoeff = vec3( 0.299, 0.587, 0.114 );",
1631
+ "float lum = dot( color.rgb, lumcoeff );",
1632
+ "vec3 luminance = vec3( lum );",
1633
+
1634
+ "vec3 final = vec3( color * mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // mix( color * ao, white, luminance )
1635
+
1636
+ "if ( onlyAO ) {",
1637
+
1638
+ "final = onlyAOColor * vec3( mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );", // ambient occlusion only
1639
+
1640
+ "}",
1641
+
1642
+ "gl_FragColor = vec4( final, 1.0 );",
1643
+
1644
+ "}"
1645
+
1646
+ ].join("\n")
1647
+
1648
+ },
1649
+
1650
+ /* -------------------------------------------------------------------------
1651
+ // Colorify shader
1652
+ ------------------------------------------------------------------------- */
1653
+
1654
+ 'colorify': {
1655
+
1656
+ uniforms: {
1657
+
1658
+ tDiffuse: { type: "t", value: 0, texture: null },
1659
+ color: { type: "c", value: new THREE.Color( 0xffffff ) }
1660
+
1661
+ },
1662
+
1663
+ vertexShader: [
1664
+
1665
+ "varying vec2 vUv;",
1666
+
1667
+ "void main() {",
1668
+
1669
+ "vUv = uv;",
1670
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1671
+
1672
+ "}"
1673
+
1674
+ ].join("\n"),
1675
+
1676
+ fragmentShader: [
1677
+
1678
+ "uniform vec3 color;",
1679
+ "uniform sampler2D tDiffuse;",
1680
+
1681
+ "varying vec2 vUv;",
1682
+
1683
+ "void main() {",
1684
+
1685
+ "vec4 texel = texture2D( tDiffuse, vUv );",
1686
+
1687
+ "vec3 luma = vec3( 0.299, 0.587, 0.114 );",
1688
+ "float v = dot( texel.xyz, luma );",
1689
+
1690
+ "gl_FragColor = vec4( v * color, texel.w );",
1691
+
1692
+ "}"
1693
+
1694
+ ].join("\n")
1695
+
1696
+ },
1697
+
1698
+ /* -------------------------------------------------------------------------
1699
+ // Unpack RGBA depth shader
1700
+ // - show RGBA encoded depth as monochrome color
1701
+ ------------------------------------------------------------------------- */
1702
+
1703
+ 'unpackDepthRGBA': {
1704
+
1705
+ uniforms: {
1706
+
1707
+ tDiffuse: { type: "t", value: 0, texture: null },
1708
+ opacity: { type: "f", value: 1.0 }
1709
+
1710
+ },
1711
+
1712
+ vertexShader: [
1713
+
1714
+ "varying vec2 vUv;",
1715
+
1716
+ "void main() {",
1717
+
1718
+ "vUv = uv;",
1719
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1720
+
1721
+ "}"
1722
+
1723
+ ].join("\n"),
1724
+
1725
+ fragmentShader: [
1726
+
1727
+ "uniform float opacity;",
1728
+
1729
+ "uniform sampler2D tDiffuse;",
1730
+
1731
+ "varying vec2 vUv;",
1732
+
1733
+ // RGBA depth
1734
+
1735
+ "float unpackDepth( const in vec4 rgba_depth ) {",
1736
+
1737
+ "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 );",
1738
+ "float depth = dot( rgba_depth, bit_shift );",
1739
+ "return depth;",
1740
+
1741
+ "}",
1742
+
1743
+ "void main() {",
1744
+
1745
+ "float depth = 1.0 - unpackDepth( texture2D( tDiffuse, vUv ) );",
1746
+ "gl_FragColor = opacity * vec4( vec3( depth ), 1.0 );",
1747
+
1748
+ "}"
1749
+
1750
+ ].join("\n")
1751
+
1752
+ },
1753
+
1754
+ // METHODS
1755
+
1756
+ buildKernel: function( sigma ) {
1757
+
1758
+ // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
1759
+
1760
+ function gauss( x, sigma ) {
1761
+
1762
+ return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
1763
+
1764
+ }
1765
+
1766
+ var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
1767
+
1768
+ if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
1769
+ halfWidth = ( kernelSize - 1 ) * 0.5;
1770
+
1771
+ values = new Array( kernelSize );
1772
+ sum = 0.0;
1773
+ for ( i = 0; i < kernelSize; ++i ) {
1774
+
1775
+ values[ i ] = gauss( i - halfWidth, sigma );
1776
+ sum += values[ i ];
1777
+
1778
+ }
1779
+
1780
+ // normalize the kernel
1781
+
1782
+ for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
1783
+
1784
+ return values;
1785
+
1786
+ }
1787
+
1788
+ };