super-three 0.147.1 → 0.154.0

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 (896) hide show
  1. package/LICENSE +1 -1
  2. package/build/three.cjs +37190 -21678
  3. package/build/three.js +37182 -21669
  4. package/build/three.min.js +4 -2
  5. package/build/three.module.js +7656 -6548
  6. package/build/three.module.min.js +7 -0
  7. package/examples/jsm/animation/AnimationClipCreator.js +5 -3
  8. package/examples/jsm/cameras/CinematicCamera.js +1 -2
  9. package/examples/jsm/capabilities/WebGPU.js +17 -5
  10. package/examples/jsm/controls/ArcballControls.js +1835 -1827
  11. package/examples/jsm/controls/FlyControls.js +25 -9
  12. package/examples/jsm/controls/MapControls.js +28 -0
  13. package/examples/jsm/controls/OrbitControls.js +25 -46
  14. package/examples/jsm/controls/PointerLockControls.js +70 -65
  15. package/examples/jsm/controls/TrackballControls.js +18 -4
  16. package/examples/jsm/controls/TransformControls.js +0 -1
  17. package/examples/jsm/csm/CSM.js +12 -6
  18. package/examples/jsm/csm/CSMShader.js +7 -6
  19. package/examples/jsm/effects/AnaglyphEffect.js +6 -20
  20. package/examples/jsm/effects/AsciiEffect.js +3 -6
  21. package/examples/jsm/effects/OutlineEffect.js +2 -16
  22. package/examples/jsm/effects/ParallaxBarrierEffect.js +3 -0
  23. package/examples/jsm/environments/RoomEnvironment.js +6 -2
  24. package/examples/jsm/exporters/DRACOExporter.js +53 -11
  25. package/examples/jsm/exporters/EXRExporter.js +3 -9
  26. package/examples/jsm/exporters/GLTFExporter.js +597 -112
  27. package/examples/jsm/exporters/KTX2Exporter.js +34 -23
  28. package/examples/jsm/exporters/MMDExporter.js +1 -1
  29. package/examples/jsm/exporters/PLYExporter.js +8 -1
  30. package/examples/jsm/exporters/STLExporter.js +8 -4
  31. package/examples/jsm/exporters/USDZExporter.js +184 -124
  32. package/examples/jsm/geometries/ConvexGeometry.js +0 -6
  33. package/examples/jsm/geometries/ParametricGeometry.js +10 -0
  34. package/examples/jsm/helpers/OctreeHelper.js +1 -0
  35. package/examples/jsm/helpers/ViewHelper.js +71 -57
  36. package/examples/jsm/interactive/HTMLMesh.js +16 -3
  37. package/examples/jsm/interactive/InteractiveGroup.js +1 -1
  38. package/examples/{js → jsm}/libs/basis/README.md +4 -4
  39. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  40. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  41. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  42. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  43. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  44. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  45. package/examples/jsm/libs/lil-gui.module.min.js +2 -2
  46. package/examples/jsm/libs/tween.module.js +803 -0
  47. package/examples/jsm/lights/IESSpotLight.js +25 -0
  48. package/examples/jsm/lights/LightProbeGenerator.js +11 -9
  49. package/examples/jsm/lines/LineMaterial.js +1 -1
  50. package/examples/jsm/lines/LineSegments2.js +12 -10
  51. package/examples/jsm/loaders/3DMLoader.js +9 -6
  52. package/examples/jsm/loaders/3MFLoader.js +17 -12
  53. package/examples/jsm/loaders/AMFLoader.js +7 -4
  54. package/examples/jsm/loaders/BVHLoader.js +2 -2
  55. package/examples/jsm/loaders/ColladaLoader.js +19 -17
  56. package/examples/jsm/loaders/DRACOLoader.js +69 -18
  57. package/examples/jsm/loaders/EXRLoader.js +23 -24
  58. package/examples/jsm/loaders/FBXLoader.js +41 -52
  59. package/examples/jsm/loaders/GCodeLoader.js +1 -2
  60. package/examples/jsm/loaders/GLTFLoader.js +452 -282
  61. package/examples/jsm/loaders/HDRCubeTextureLoader.js +4 -4
  62. package/examples/jsm/loaders/IESLoader.js +337 -0
  63. package/examples/jsm/loaders/KMZLoader.js +4 -4
  64. package/examples/jsm/loaders/KTX2Loader.js +145 -69
  65. package/examples/jsm/loaders/LDrawLoader.js +24 -25
  66. package/examples/jsm/loaders/LWOLoader.js +12 -29
  67. package/examples/jsm/loaders/LottieLoader.js +3 -1
  68. package/examples/jsm/loaders/MMDLoader.js +49 -18
  69. package/examples/jsm/loaders/MTLLoader.js +2 -2
  70. package/examples/jsm/loaders/MaterialXLoader.js +9 -3
  71. package/examples/jsm/loaders/NRRDLoader.js +33 -5
  72. package/examples/jsm/loaders/OBJLoader.js +1 -1
  73. package/examples/jsm/loaders/PCDLoader.js +26 -12
  74. package/examples/jsm/loaders/PDBLoader.js +7 -2
  75. package/examples/jsm/loaders/PLYLoader.js +261 -106
  76. package/examples/jsm/loaders/RGBELoader.js +3 -3
  77. package/examples/jsm/loaders/STLLoader.js +9 -5
  78. package/examples/jsm/loaders/SVGLoader.js +36 -27
  79. package/examples/jsm/loaders/TTFLoader.js +1 -8
  80. package/examples/jsm/loaders/TiltLoader.js +13 -7
  81. package/examples/jsm/loaders/USDZLoader.js +5 -5
  82. package/examples/jsm/loaders/VOXLoader.js +8 -2
  83. package/examples/jsm/loaders/VRMLLoader.js +60 -20
  84. package/examples/jsm/loaders/VTKLoader.js +19 -10
  85. package/examples/jsm/loaders/XYZLoader.js +9 -3
  86. package/examples/jsm/loaders/lwo/IFFParser.js +19 -19
  87. package/examples/jsm/materials/MeshGouraudMaterial.js +2 -5
  88. package/examples/jsm/math/Lut.js +5 -4
  89. package/examples/jsm/math/MeshSurfaceSampler.js +82 -43
  90. package/examples/jsm/misc/ConvexObjectBreaker.js +2 -8
  91. package/examples/jsm/misc/GPUComputationRenderer.js +6 -5
  92. package/examples/jsm/misc/MD2Character.js +2 -2
  93. package/examples/jsm/misc/MD2CharacterComplex.js +2 -2
  94. package/examples/jsm/misc/ProgressiveLightMap.js +12 -10
  95. package/examples/jsm/misc/RollerCoaster.js +7 -1
  96. package/examples/jsm/misc/Volume.js +20 -5
  97. package/examples/jsm/misc/VolumeSlice.js +3 -1
  98. package/examples/jsm/modifiers/CurveModifier.js +1 -0
  99. package/examples/jsm/modifiers/TessellateModifier.js +19 -19
  100. package/examples/jsm/nodes/Nodes.js +149 -335
  101. package/examples/jsm/nodes/accessors/BitangentNode.js +43 -16
  102. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +99 -0
  103. package/examples/jsm/nodes/accessors/BufferNode.js +6 -0
  104. package/examples/jsm/nodes/accessors/CameraNode.js +36 -5
  105. package/examples/jsm/nodes/accessors/CubeTextureNode.js +27 -33
  106. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +64 -0
  107. package/examples/jsm/nodes/accessors/InstanceNode.js +39 -26
  108. package/examples/jsm/nodes/accessors/MaterialNode.js +164 -39
  109. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +16 -0
  110. package/examples/jsm/nodes/accessors/ModelNode.js +13 -0
  111. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +13 -14
  112. package/examples/jsm/nodes/accessors/MorphNode.js +70 -0
  113. package/examples/jsm/nodes/accessors/NormalNode.js +36 -19
  114. package/examples/jsm/nodes/accessors/Object3DNode.js +40 -12
  115. package/examples/jsm/nodes/accessors/PointUVNode.js +6 -1
  116. package/examples/jsm/nodes/accessors/PositionNode.js +38 -23
  117. package/examples/jsm/nodes/accessors/ReferenceNode.js +21 -14
  118. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +11 -7
  119. package/examples/jsm/nodes/accessors/SceneNode.js +46 -0
  120. package/examples/jsm/nodes/accessors/SkinningNode.js +55 -71
  121. package/examples/jsm/nodes/accessors/StorageBufferNode.js +6 -0
  122. package/examples/jsm/nodes/accessors/TangentNode.js +28 -20
  123. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -0
  124. package/examples/jsm/nodes/accessors/TextureNode.js +143 -13
  125. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -0
  126. package/examples/jsm/nodes/accessors/UVNode.js +7 -1
  127. package/examples/jsm/nodes/accessors/UserDataNode.js +6 -0
  128. package/examples/jsm/nodes/code/CodeNode.js +78 -0
  129. package/examples/jsm/nodes/code/ExpressionNode.js +37 -0
  130. package/examples/jsm/nodes/{core → code}/FunctionCallNode.js +15 -1
  131. package/examples/jsm/nodes/{core → code}/FunctionNode.js +31 -9
  132. package/examples/jsm/nodes/code/ScriptableNode.js +488 -0
  133. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -0
  134. package/examples/jsm/nodes/core/ArrayUniformNode.js +3 -0
  135. package/examples/jsm/nodes/core/AttributeNode.js +17 -9
  136. package/examples/jsm/nodes/core/BypassNode.js +11 -4
  137. package/examples/jsm/nodes/core/CacheNode.js +46 -0
  138. package/examples/jsm/nodes/core/ConstNode.js +3 -0
  139. package/examples/jsm/nodes/core/ContextNode.js +10 -1
  140. package/examples/jsm/nodes/core/IndexNode.js +66 -0
  141. package/examples/jsm/nodes/core/InputNode.js +26 -5
  142. package/examples/jsm/nodes/core/LightingModel.js +17 -0
  143. package/examples/jsm/nodes/core/Node.js +128 -37
  144. package/examples/jsm/nodes/core/NodeAttribute.js +2 -1
  145. package/examples/jsm/nodes/core/NodeBuilder.js +287 -118
  146. package/examples/jsm/nodes/core/NodeCache.js +26 -0
  147. package/examples/jsm/nodes/core/NodeFrame.js +56 -5
  148. package/examples/jsm/nodes/core/NodeUtils.js +115 -28
  149. package/examples/jsm/nodes/core/PropertyNode.js +23 -2
  150. package/examples/jsm/nodes/core/StackNode.js +99 -0
  151. package/examples/jsm/nodes/core/TempNode.js +11 -3
  152. package/examples/jsm/nodes/core/UniformNode.js +16 -1
  153. package/examples/jsm/nodes/core/VarNode.js +19 -29
  154. package/examples/jsm/nodes/core/VaryingNode.js +15 -2
  155. package/examples/jsm/nodes/core/constants.js +6 -0
  156. package/examples/jsm/nodes/display/BlendModeNode.js +33 -19
  157. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +36 -20
  158. package/examples/jsm/nodes/display/ColorSpaceNode.js +60 -47
  159. package/examples/jsm/nodes/display/FrontFacingNode.js +7 -1
  160. package/examples/jsm/nodes/display/NormalMapNode.js +33 -20
  161. package/examples/jsm/nodes/display/PosterizeNode.js +10 -3
  162. package/examples/jsm/nodes/display/ToneMappingNode.js +101 -11
  163. package/examples/jsm/nodes/display/ViewportDepthNode.js +69 -0
  164. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +34 -0
  165. package/examples/jsm/nodes/display/ViewportNode.js +27 -18
  166. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -0
  167. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -0
  168. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -0
  169. package/examples/jsm/nodes/fog/FogNode.js +12 -6
  170. package/examples/jsm/nodes/fog/FogRangeNode.js +12 -5
  171. package/examples/jsm/nodes/functions/BSDF/BRDF_BlinnPhong.js +30 -0
  172. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +15 -16
  173. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +3 -3
  174. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +43 -0
  175. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +9 -7
  176. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +5 -5
  177. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -0
  178. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +4 -6
  179. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +8 -6
  180. package/examples/jsm/nodes/functions/PhongLightingModel.js +28 -0
  181. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +155 -45
  182. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +5 -4
  183. package/examples/jsm/nodes/functions/material/getRoughness.js +6 -6
  184. package/examples/jsm/nodes/geometry/RangeNode.js +50 -55
  185. package/examples/jsm/nodes/gpgpu/ComputeNode.js +9 -2
  186. package/examples/jsm/nodes/lighting/AONode.js +5 -3
  187. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -0
  188. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +114 -5
  189. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +43 -0
  190. package/examples/jsm/nodes/lighting/EnvironmentNode.js +153 -38
  191. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +15 -10
  192. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -0
  193. package/examples/jsm/nodes/lighting/LightNode.js +57 -0
  194. package/examples/jsm/nodes/lighting/LightUtils.js +17 -0
  195. package/examples/jsm/nodes/lighting/LightingContextNode.js +41 -17
  196. package/examples/jsm/nodes/lighting/LightingNode.js +3 -1
  197. package/examples/jsm/nodes/lighting/LightsNode.js +18 -10
  198. package/examples/jsm/nodes/lighting/PointLightNode.js +71 -0
  199. package/examples/jsm/nodes/lighting/SpotLightNode.js +92 -0
  200. package/examples/jsm/nodes/loaders/NodeLoader.js +5 -4
  201. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +4 -20
  202. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +6 -24
  203. package/examples/jsm/nodes/materials/Materials.js +11 -55
  204. package/examples/jsm/nodes/materials/MeshBasicNodeMaterial.js +5 -26
  205. package/examples/jsm/nodes/materials/MeshNormalNodeMaterial.js +38 -0
  206. package/examples/jsm/nodes/materials/MeshPhongNodeMaterial.js +65 -0
  207. package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +47 -6
  208. package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +22 -110
  209. package/examples/jsm/nodes/materials/NodeMaterial.js +340 -67
  210. package/examples/jsm/nodes/materials/PointsNodeMaterial.js +7 -10
  211. package/examples/jsm/nodes/materials/SpriteNodeMaterial.js +29 -32
  212. package/examples/jsm/nodes/materialx/MaterialXNodes.js +31 -22
  213. package/examples/jsm/nodes/materialx/lib/mx_hsv.js +3 -3
  214. package/examples/jsm/nodes/materialx/lib/mx_noise.js +14 -13
  215. package/examples/jsm/nodes/materialx/lib/mx_transform_color.js +4 -3
  216. package/examples/jsm/nodes/math/CondNode.js +43 -17
  217. package/examples/jsm/nodes/math/MathNode.js +184 -73
  218. package/examples/jsm/nodes/math/OperatorNode.js +53 -3
  219. package/examples/jsm/nodes/procedural/CheckerNode.js +16 -8
  220. package/examples/jsm/nodes/shadernode/ShaderNode.js +206 -63
  221. package/examples/jsm/nodes/utils/ArrayElementNode.js +4 -2
  222. package/examples/jsm/nodes/utils/ConvertNode.js +19 -1
  223. package/examples/jsm/nodes/utils/DiscardNode.js +26 -0
  224. package/examples/jsm/nodes/utils/EquirectUVNode.js +10 -4
  225. package/examples/jsm/nodes/utils/JoinNode.js +4 -1
  226. package/examples/jsm/nodes/utils/LoopNode.js +186 -0
  227. package/examples/jsm/nodes/utils/MatcapUVNode.js +11 -4
  228. package/examples/jsm/nodes/utils/MaxMipLevelNode.js +18 -5
  229. package/examples/jsm/nodes/utils/OscNode.js +21 -14
  230. package/examples/jsm/nodes/utils/PackingNode.js +55 -0
  231. package/examples/jsm/nodes/utils/RemapNode.js +13 -5
  232. package/examples/jsm/nodes/utils/RotateUVNode.js +18 -7
  233. package/examples/jsm/nodes/utils/SpecularMIPLevelNode.js +37 -0
  234. package/examples/jsm/nodes/utils/SplitNode.js +7 -5
  235. package/examples/jsm/nodes/utils/SpriteSheetUVNode.js +15 -30
  236. package/examples/jsm/nodes/utils/TimerNode.js +16 -6
  237. package/examples/jsm/nodes/utils/TriplanarTexturesNode.js +21 -10
  238. package/examples/jsm/objects/GroundProjectedSkybox.js +172 -0
  239. package/examples/jsm/objects/Lensflare.js +3 -4
  240. package/examples/jsm/objects/MarchingCubes.js +5 -1
  241. package/examples/jsm/objects/Reflector.js +8 -5
  242. package/examples/jsm/objects/Refractor.js +5 -5
  243. package/examples/jsm/objects/ShadowMesh.js +3 -3
  244. package/examples/jsm/objects/Sky.js +1 -1
  245. package/examples/jsm/objects/Water.js +2 -1
  246. package/examples/jsm/objects/Water2.js +1 -1
  247. package/examples/jsm/offscreen/scene.js +1 -0
  248. package/examples/jsm/physics/AmmoPhysics.js +27 -28
  249. package/examples/jsm/physics/RapierPhysics.js +199 -0
  250. package/examples/jsm/postprocessing/AfterimagePass.js +3 -2
  251. package/examples/jsm/postprocessing/BloomPass.js +7 -4
  252. package/examples/jsm/postprocessing/BokehPass.js +3 -8
  253. package/examples/jsm/postprocessing/DotScreenPass.js +1 -2
  254. package/examples/jsm/postprocessing/EffectComposer.js +7 -95
  255. package/examples/jsm/postprocessing/FilmPass.js +1 -2
  256. package/examples/jsm/postprocessing/GlitchPass.js +0 -2
  257. package/examples/jsm/postprocessing/HalftonePass.js +0 -6
  258. package/examples/jsm/postprocessing/OutlinePass.js +8 -10
  259. package/examples/jsm/postprocessing/OutputPass.js +72 -0
  260. package/examples/jsm/postprocessing/Pass.js +2 -0
  261. package/examples/jsm/postprocessing/RenderPixelatedPass.js +4 -3
  262. package/examples/jsm/postprocessing/SAOPass.js +4 -26
  263. package/examples/jsm/postprocessing/SMAAPass.js +5 -8
  264. package/examples/jsm/postprocessing/SSAARenderPass.js +5 -5
  265. package/examples/jsm/postprocessing/SSAOPass.js +4 -14
  266. package/examples/jsm/postprocessing/SSRPass.js +3 -7
  267. package/examples/jsm/postprocessing/SavePass.js +5 -4
  268. package/examples/jsm/postprocessing/ShaderPass.js +1 -0
  269. package/examples/jsm/postprocessing/TAARenderPass.js +17 -4
  270. package/examples/jsm/postprocessing/TexturePass.js +2 -3
  271. package/examples/jsm/postprocessing/UnrealBloomPass.js +13 -21
  272. package/examples/jsm/renderers/CSS2DRenderer.js +6 -1
  273. package/examples/jsm/renderers/CSS3DRenderer.js +27 -5
  274. package/examples/jsm/renderers/{webgpu/WebGPUAnimation.js → common/Animation.js} +4 -4
  275. package/examples/jsm/renderers/common/Attributes.js +75 -0
  276. package/examples/jsm/renderers/common/Backend.js +162 -0
  277. package/examples/jsm/renderers/common/Background.js +134 -0
  278. package/examples/jsm/renderers/common/Binding.js +11 -0
  279. package/examples/jsm/renderers/common/Bindings.js +169 -0
  280. package/examples/jsm/renderers/common/Buffer.js +38 -0
  281. package/examples/jsm/renderers/{webgpu/WebGPUBufferUtils.js → common/BufferUtils.js} +2 -2
  282. package/examples/jsm/renderers/common/ChainMap.js +89 -0
  283. package/examples/jsm/renderers/common/ComputePipeline.js +17 -0
  284. package/examples/jsm/renderers/common/Constants.js +14 -0
  285. package/examples/jsm/renderers/common/CubeRenderTarget.js +65 -0
  286. package/examples/jsm/renderers/common/DataMap.js +54 -0
  287. package/examples/jsm/renderers/common/Geometries.js +215 -0
  288. package/examples/jsm/renderers/{webgpu/WebGPUInfo.js → common/Info.js} +2 -3
  289. package/examples/jsm/renderers/common/Pipeline.js +13 -0
  290. package/examples/jsm/renderers/common/Pipelines.js +321 -0
  291. package/examples/jsm/renderers/common/ProgrammableStage.js +18 -0
  292. package/examples/jsm/renderers/common/RenderContext.js +37 -0
  293. package/examples/jsm/renderers/common/RenderContexts.js +38 -0
  294. package/examples/jsm/renderers/{webgpu/WebGPURenderLists.js → common/RenderList.js} +26 -47
  295. package/examples/jsm/renderers/common/RenderLists.js +38 -0
  296. package/examples/jsm/renderers/common/RenderObject.js +113 -0
  297. package/examples/jsm/renderers/common/RenderObjects.js +92 -0
  298. package/examples/jsm/renderers/common/RenderPipeline.js +16 -0
  299. package/examples/jsm/renderers/common/RenderTarget.js +15 -0
  300. package/examples/jsm/renderers/common/Renderer.js +864 -0
  301. package/examples/jsm/renderers/common/SampledTexture.js +80 -0
  302. package/examples/jsm/renderers/common/Sampler.js +18 -0
  303. package/examples/jsm/renderers/common/StorageBuffer.js +17 -0
  304. package/examples/jsm/renderers/common/Textures.js +206 -0
  305. package/examples/jsm/renderers/{webgpu/WebGPUUniform.js → common/Uniform.js} +13 -9
  306. package/examples/jsm/renderers/common/UniformBuffer.js +15 -0
  307. package/examples/jsm/renderers/{webgpu/WebGPUUniformsGroup.js → common/UniformsGroup.js} +13 -13
  308. package/examples/jsm/renderers/common/nodes/NodeRender.js +302 -0
  309. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeSampledTexture.js → common/nodes/NodeSampledTexture.js} +4 -4
  310. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeSampler.js → common/nodes/NodeSampler.js} +3 -3
  311. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeUniform.js → common/nodes/NodeUniform.js} +1 -1
  312. package/examples/jsm/renderers/common/nodes/Nodes.js +319 -0
  313. package/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js +340 -0
  314. package/examples/jsm/renderers/webgl/nodes/WebGLNodeBuilder.js +58 -50
  315. package/examples/jsm/renderers/webgpu/WebGPUBackend.js +847 -0
  316. package/examples/jsm/renderers/webgpu/WebGPURenderer.js +15 -987
  317. package/examples/jsm/renderers/webgpu/nodes/{WebGPUNodeBuilder.js → WGSLNodeBuilder.js} +139 -92
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@@ -1,209 +0,0 @@
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- ( function () {
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-
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- /**
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- * TODO
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- */
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-
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- const SAOShader = {
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- defines: {
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- 'NUM_SAMPLES': 7,
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- 'NUM_RINGS': 4,
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- 'NORMAL_TEXTURE': 0,
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- 'DIFFUSE_TEXTURE': 0,
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- 'DEPTH_PACKING': 1,
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- 'PERSPECTIVE_CAMERA': 1
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- },
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- uniforms: {
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- 'tDepth': {
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- value: null
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- },
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- 'tDiffuse': {
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- value: null
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- },
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- 'tNormal': {
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- value: null
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- },
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- 'size': {
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- value: new THREE.Vector2( 512, 512 )
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- },
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- 'cameraNear': {
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- value: 1
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- },
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- 'cameraFar': {
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- value: 100
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- },
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- 'cameraProjectionMatrix': {
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- value: new THREE.Matrix4()
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- },
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- 'cameraInverseProjectionMatrix': {
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- value: new THREE.Matrix4()
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- },
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- 'scale': {
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- value: 1.0
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- },
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- 'intensity': {
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- value: 0.1
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- },
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- 'bias': {
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- value: 0.5
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- },
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- 'minResolution': {
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- value: 0.0
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- },
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- 'kernelRadius': {
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- value: 100.0
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- },
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- 'randomSeed': {
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- value: 0.0
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- }
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- },
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- vertexShader: /* glsl */`
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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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- vUv = uv;
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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- }`,
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- fragmentShader: /* glsl */`
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-
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- #include <common>
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-
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- varying vec2 vUv;
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-
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- #if DIFFUSE_TEXTURE == 1
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- uniform sampler2D tDiffuse;
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- #endif
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- uniform sampler2D tDepth;
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-
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- #if NORMAL_TEXTURE == 1
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- uniform sampler2D tNormal;
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- #endif
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-
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- uniform float cameraNear;
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- uniform float cameraFar;
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- uniform mat4 cameraProjectionMatrix;
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- uniform mat4 cameraInverseProjectionMatrix;
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-
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- uniform float scale;
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- uniform float intensity;
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- uniform float bias;
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- uniform float kernelRadius;
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- uniform float minResolution;
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- uniform vec2 size;
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- uniform float randomSeed;
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-
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- // RGBA depth
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-
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- #include <packing>
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-
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- vec4 getDefaultColor( const in vec2 screenPosition ) {
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- #if DIFFUSE_TEXTURE == 1
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- return texture2D( tDiffuse, vUv );
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- #else
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- return vec4( 1.0 );
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- #endif
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- }
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- float getDepth( const in vec2 screenPosition ) {
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- #if DEPTH_PACKING == 1
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- return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
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- #else
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- return texture2D( tDepth, screenPosition ).x;
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- #endif
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- }
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-
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- float getViewZ( const in float depth ) {
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- #if PERSPECTIVE_CAMERA == 1
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- return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
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- #else
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- return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
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- #endif
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- }
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-
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- vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
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- float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
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- vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
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- clipPosition *= clipW; // unprojection.
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-
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- return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
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- }
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-
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- vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {
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- #if NORMAL_TEXTURE == 1
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- return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
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- #else
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- return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );
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- #endif
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- }
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-
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- float scaleDividedByCameraFar;
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- float minResolutionMultipliedByCameraFar;
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-
144
- float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
145
- vec3 viewDelta = sampleViewPosition - centerViewPosition;
146
- float viewDistance = length( viewDelta );
147
- float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
148
-
149
- return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );
150
- }
151
-
152
- // moving costly divides into consts
153
- const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
154
- const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
155
-
156
- float getAmbientOcclusion( const in vec3 centerViewPosition ) {
157
- // precompute some variables require in getOcclusion.
158
- scaleDividedByCameraFar = scale / cameraFar;
159
- minResolutionMultipliedByCameraFar = minResolution * cameraFar;
160
- vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );
161
-
162
- // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
163
- float angle = rand( vUv + randomSeed ) * PI2;
164
- vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;
165
- vec2 radiusStep = radius;
166
-
167
- float occlusionSum = 0.0;
168
- float weightSum = 0.0;
169
-
170
- for( int i = 0; i < NUM_SAMPLES; i ++ ) {
171
- vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
172
- radius += radiusStep;
173
- angle += ANGLE_STEP;
174
-
175
- float sampleDepth = getDepth( sampleUv );
176
- if( sampleDepth >= ( 1.0 - EPSILON ) ) {
177
- continue;
178
- }
179
-
180
- float sampleViewZ = getViewZ( sampleDepth );
181
- vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
182
- occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
183
- weightSum += 1.0;
184
- }
185
-
186
- if( weightSum == 0.0 ) discard;
187
-
188
- return occlusionSum * ( intensity / weightSum );
189
- }
190
-
191
- void main() {
192
- float centerDepth = getDepth( vUv );
193
- if( centerDepth >= ( 1.0 - EPSILON ) ) {
194
- discard;
195
- }
196
-
197
- float centerViewZ = getViewZ( centerDepth );
198
- vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );
199
-
200
- float ambientOcclusion = getAmbientOcclusion( viewPosition );
201
-
202
- gl_FragColor = getDefaultColor( vUv );
203
- gl_FragColor.xyz *= 1.0 - ambientOcclusion;
204
- }`
205
- };
206
-
207
- THREE.SAOShader = SAOShader;
208
-
209
- } )();
@@ -1,454 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
5
- * Preset: SMAA 1x Medium (with color edge detection)
6
- * https://github.com/iryoku/smaa/releases/tag/v2.8
7
- */
8
-
9
- const SMAAEdgesShader = {
10
- defines: {
11
- 'SMAA_THRESHOLD': '0.1'
12
- },
13
- uniforms: {
14
- 'tDiffuse': {
15
- value: null
16
- },
17
- 'resolution': {
18
- value: new THREE.Vector2( 1 / 1024, 1 / 512 )
19
- }
20
- },
21
- vertexShader: /* glsl */`
22
-
23
- uniform vec2 resolution;
24
-
25
- varying vec2 vUv;
26
- varying vec4 vOffset[ 3 ];
27
-
28
- void SMAAEdgeDetectionVS( vec2 texcoord ) {
29
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
30
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
31
- vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
32
- }
33
-
34
- void main() {
35
-
36
- vUv = uv;
37
-
38
- SMAAEdgeDetectionVS( vUv );
39
-
40
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
41
-
42
- }`,
43
- fragmentShader: /* glsl */`
44
-
45
- uniform sampler2D tDiffuse;
46
-
47
- varying vec2 vUv;
48
- varying vec4 vOffset[ 3 ];
49
-
50
- vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
51
- vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
52
-
53
- // Calculate color deltas:
54
- vec4 delta;
55
- vec3 C = texture2D( colorTex, texcoord ).rgb;
56
-
57
- vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
58
- vec3 t = abs( C - Cleft );
59
- delta.x = max( max( t.r, t.g ), t.b );
60
-
61
- vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
62
- t = abs( C - Ctop );
63
- delta.y = max( max( t.r, t.g ), t.b );
64
-
65
- // We do the usual threshold:
66
- vec2 edges = step( threshold, delta.xy );
67
-
68
- // Then discard if there is no edge:
69
- if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
70
- discard;
71
-
72
- // Calculate right and bottom deltas:
73
- vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
74
- t = abs( C - Cright );
75
- delta.z = max( max( t.r, t.g ), t.b );
76
-
77
- vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
78
- t = abs( C - Cbottom );
79
- delta.w = max( max( t.r, t.g ), t.b );
80
-
81
- // Calculate the maximum delta in the direct neighborhood:
82
- float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
83
-
84
- // Calculate left-left and top-top deltas:
85
- vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
86
- t = abs( C - Cleftleft );
87
- delta.z = max( max( t.r, t.g ), t.b );
88
-
89
- vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
90
- t = abs( C - Ctoptop );
91
- delta.w = max( max( t.r, t.g ), t.b );
92
-
93
- // Calculate the final maximum delta:
94
- maxDelta = max( max( maxDelta, delta.z ), delta.w );
95
-
96
- // Local contrast adaptation in action:
97
- edges.xy *= step( 0.5 * maxDelta, delta.xy );
98
-
99
- return vec4( edges, 0.0, 0.0 );
100
- }
101
-
102
- void main() {
103
-
104
- gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
105
-
106
- }`
107
- };
108
- const SMAAWeightsShader = {
109
- defines: {
110
- 'SMAA_MAX_SEARCH_STEPS': '8',
111
- 'SMAA_AREATEX_MAX_DISTANCE': '16',
112
- 'SMAA_AREATEX_PIXEL_SIZE': '( 1.0 / vec2( 160.0, 560.0 ) )',
113
- 'SMAA_AREATEX_SUBTEX_SIZE': '( 1.0 / 7.0 )'
114
- },
115
- uniforms: {
116
- 'tDiffuse': {
117
- value: null
118
- },
119
- 'tArea': {
120
- value: null
121
- },
122
- 'tSearch': {
123
- value: null
124
- },
125
- 'resolution': {
126
- value: new THREE.Vector2( 1 / 1024, 1 / 512 )
127
- }
128
- },
129
- vertexShader: /* glsl */`
130
-
131
- uniform vec2 resolution;
132
-
133
- varying vec2 vUv;
134
- varying vec4 vOffset[ 3 ];
135
- varying vec2 vPixcoord;
136
-
137
- void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
138
- vPixcoord = texcoord / resolution;
139
-
140
- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
141
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components
142
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components
143
-
144
- // And these for the searches, they indicate the ends of the loops:
145
- vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
146
-
147
- }
148
-
149
- void main() {
150
-
151
- vUv = uv;
152
-
153
- SMAABlendingWeightCalculationVS( vUv );
154
-
155
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
156
-
157
- }`,
158
- fragmentShader: /* glsl */`
159
-
160
- #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
161
-
162
- uniform sampler2D tDiffuse;
163
- uniform sampler2D tArea;
164
- uniform sampler2D tSearch;
165
- uniform vec2 resolution;
166
-
167
- varying vec2 vUv;
168
- varying vec4 vOffset[3];
169
- varying vec2 vPixcoord;
170
-
171
- #if __VERSION__ == 100
172
- vec2 round( vec2 x ) {
173
- return sign( x ) * floor( abs( x ) + 0.5 );
174
- }
175
- #endif
176
-
177
- float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
178
- // Not required if searchTex accesses are set to point:
179
- // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
180
- // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
181
- // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
182
- e.r = bias + e.r * scale;
183
- return 255.0 * texture2D( searchTex, e, 0.0 ).r;
184
- }
185
-
186
- float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
187
- /**
188
- * @PSEUDO_GATHER4
189
- * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
190
- * sample between edge, thus fetching four edges in a row.
191
- * Sampling with different offsets in each direction allows to disambiguate
192
- * which edges are active from the four fetched ones.
193
- */
194
- vec2 e = vec2( 0.0, 1.0 );
195
-
196
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
197
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
198
- texcoord -= vec2( 2.0, 0.0 ) * resolution;
199
- if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
200
- }
201
-
202
- // We correct the previous (-0.25, -0.125) offset we applied:
203
- texcoord.x += 0.25 * resolution.x;
204
-
205
- // The searches are bias by 1, so adjust the coords accordingly:
206
- texcoord.x += resolution.x;
207
-
208
- // Disambiguate the length added by the last step:
209
- texcoord.x += 2.0 * resolution.x; // Undo last step
210
- texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
211
-
212
- return texcoord.x;
213
- }
214
-
215
- float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
216
- vec2 e = vec2( 0.0, 1.0 );
217
-
218
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
219
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
220
- texcoord += vec2( 2.0, 0.0 ) * resolution;
221
- if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
222
- }
223
-
224
- texcoord.x -= 0.25 * resolution.x;
225
- texcoord.x -= resolution.x;
226
- texcoord.x -= 2.0 * resolution.x;
227
- texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
228
-
229
- return texcoord.x;
230
- }
231
-
232
- float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
233
- vec2 e = vec2( 1.0, 0.0 );
234
-
235
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
236
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
237
- texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
238
- if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
239
- }
240
-
241
- texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
242
- texcoord.y -= resolution.y; // WebGL port note: Changed sign
243
- texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
244
- texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
245
-
246
- return texcoord.y;
247
- }
248
-
249
- float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
250
- vec2 e = vec2( 1.0, 0.0 );
251
-
252
- for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
253
- e = texture2D( edgesTex, texcoord, 0.0 ).rg;
254
- texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
255
- if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
256
- }
257
-
258
- texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
259
- texcoord.y += resolution.y; // WebGL port note: Changed sign
260
- texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
261
- texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
262
-
263
- return texcoord.y;
264
- }
265
-
266
- vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
267
- // Rounding prevents precision errors of bilinear filtering:
268
- vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
269
-
270
- // We do a scale and bias for mapping to texel space:
271
- texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
272
-
273
- // Move to proper place, according to the subpixel offset:
274
- texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
275
-
276
- return texture2D( areaTex, texcoord, 0.0 ).rg;
277
- }
278
-
279
- vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
280
- vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
281
-
282
- vec2 e = texture2D( edgesTex, texcoord ).rg;
283
-
284
- if ( e.g > 0.0 ) { // Edge at north
285
- vec2 d;
286
-
287
- // Find the distance to the left:
288
- vec2 coords;
289
- coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
290
- coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
291
- d.x = coords.x;
292
-
293
- // Now fetch the left crossing edges, two at a time using bilinear
294
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
295
- // discern what value each edge has:
296
- float e1 = texture2D( edgesTex, coords, 0.0 ).r;
297
-
298
- // Find the distance to the right:
299
- coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
300
- d.y = coords.x;
301
-
302
- // We want the distances to be in pixel units (doing this here allow to
303
- // better interleave arithmetic and memory accesses):
304
- d = d / resolution.x - pixcoord.x;
305
-
306
- // SMAAArea below needs a sqrt, as the areas texture is compressed
307
- // quadratically:
308
- vec2 sqrt_d = sqrt( abs( d ) );
309
-
310
- // Fetch the right crossing edges:
311
- coords.y -= 1.0 * resolution.y; // WebGL port note: Added
312
- float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
313
-
314
- // Ok, we know how this pattern looks like, now it is time for getting
315
- // the actual area:
316
- weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
317
- }
318
-
319
- if ( e.r > 0.0 ) { // Edge at west
320
- vec2 d;
321
-
322
- // Find the distance to the top:
323
- vec2 coords;
324
-
325
- coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
326
- coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
327
- d.x = coords.y;
328
-
329
- // Fetch the top crossing edges:
330
- float e1 = texture2D( edgesTex, coords, 0.0 ).g;
331
-
332
- // Find the distance to the bottom:
333
- coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
334
- d.y = coords.y;
335
-
336
- // We want the distances to be in pixel units:
337
- d = d / resolution.y - pixcoord.y;
338
-
339
- // SMAAArea below needs a sqrt, as the areas texture is compressed
340
- // quadratically:
341
- vec2 sqrt_d = sqrt( abs( d ) );
342
-
343
- // Fetch the bottom crossing edges:
344
- coords.y -= 1.0 * resolution.y; // WebGL port note: Added
345
- float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
346
-
347
- // Get the area for this direction:
348
- weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
349
- }
350
-
351
- return weights;
352
- }
353
-
354
- void main() {
355
-
356
- gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
357
-
358
- }`
359
- };
360
- const SMAABlendShader = {
361
- uniforms: {
362
- 'tDiffuse': {
363
- value: null
364
- },
365
- 'tColor': {
366
- value: null
367
- },
368
- 'resolution': {
369
- value: new THREE.Vector2( 1 / 1024, 1 / 512 )
370
- }
371
- },
372
- vertexShader: /* glsl */`
373
-
374
- uniform vec2 resolution;
375
-
376
- varying vec2 vUv;
377
- varying vec4 vOffset[ 2 ];
378
-
379
- void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
380
- vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
381
- vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
382
- }
383
-
384
- void main() {
385
-
386
- vUv = uv;
387
-
388
- SMAANeighborhoodBlendingVS( vUv );
389
-
390
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
391
-
392
- }`,
393
- fragmentShader: /* glsl */`
394
-
395
- uniform sampler2D tDiffuse;
396
- uniform sampler2D tColor;
397
- uniform vec2 resolution;
398
-
399
- varying vec2 vUv;
400
- varying vec4 vOffset[ 2 ];
401
-
402
- vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
403
- // Fetch the blending weights for current pixel:
404
- vec4 a;
405
- a.xz = texture2D( blendTex, texcoord ).xz;
406
- a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
407
- a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
408
-
409
- // Is there any blending weight with a value greater than 0.0?
410
- if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
411
- return texture2D( colorTex, texcoord, 0.0 );
412
- } else {
413
- // Up to 4 lines can be crossing a pixel (one through each edge). We
414
- // favor blending by choosing the line with the maximum weight for each
415
- // direction:
416
- vec2 offset;
417
- offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
418
- offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
419
-
420
- // Then we go in the direction that has the maximum weight:
421
- if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
422
- offset.y = 0.0;
423
- } else {
424
- offset.x = 0.0;
425
- }
426
-
427
- // Fetch the opposite color and lerp by hand:
428
- vec4 C = texture2D( colorTex, texcoord, 0.0 );
429
- texcoord += sign( offset ) * resolution;
430
- vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
431
- float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
432
-
433
- // WebGL port note: Added gamma correction
434
- C.xyz = pow(C.xyz, vec3(2.2));
435
- Cop.xyz = pow(Cop.xyz, vec3(2.2));
436
- vec4 mixed = mix(C, Cop, s);
437
- mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
438
-
439
- return mixed;
440
- }
441
- }
442
-
443
- void main() {
444
-
445
- gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
446
-
447
- }`
448
- };
449
-
450
- THREE.SMAABlendShader = SMAABlendShader;
451
- THREE.SMAAEdgesShader = SMAAEdgesShader;
452
- THREE.SMAAWeightsShader = SMAAWeightsShader;
453
-
454
- } )();